I'm rendering a glass pavilion on water. Some glass panels of 2 cm thickness using a pretty standard glass material. The water surface material is pretty standard too. The sky uses an HDRI. The problem: the reflection of all the glass in the water (and on the reflective stone surfaces) is much brighter than the direct reflection of the sky. It's not a matter of the glass having an angle hitting the brighter part of the sky. I try rendering at different angles, and the glass always has a brighter reflection in the water. The indirect specular AOV comes out very bright.
Solved! Go to Solution.
Solved by lieshtenth. Go to Solution.
You seem to have two layers of water which seem to be multiplying the reflections. Hiding the water plane fixed it.
You could reduce indirect_specular for the floor shader.
Fixed the problem by replacing the Arnold sky with a manually modeled dome with an emissive material. Arnold doesn't use Sky as a light source to calculate rays.