Glass BSDF has colored reflection, what is wrong. #52615

Closed
opened 2017-09-01 14:22:24 +02:00 by Yegor · 15 comments

System Information
CentOS, GTX 1070

Blender Version
Broken: 2.79rc2

Short description of error
For some weird reason i found that colored glass shader has colored reflection. That produces wrong pbr behavior. When you set some color for glass, it should affect only the refraction color, not the reflection.
This bug/feature makes colored glass shader useless as is. In order to get a correct colored glass we have to rebuild glass shader with mixture of refraction bsdf and glossy bsdf via the fresnel node and plug color in the refraction node. Or use the principled bsdf node, but for some reason this node gives a bit different render result and a bit slower also. But may be it's more physically correct, don't know.

Exact steps for others to reproduce the error
Open blender, create the glass shader on an object and choose some color.

**System Information** CentOS, GTX 1070 **Blender Version** Broken: 2.79rc2 **Short description of error** For some weird reason i found that colored glass shader has colored reflection. That produces wrong pbr behavior. When you set some color for glass, it should affect only the refraction color, not the reflection. This bug/feature makes colored glass shader useless as is. In order to get a correct colored glass we have to rebuild glass shader with mixture of refraction bsdf and glossy bsdf via the fresnel node and plug color in the refraction node. Or use the principled bsdf node, but for some reason this node gives a bit different render result and a bit slower also. But may be it's more physically correct, don't know. **Exact steps for others to reproduce the error** Open blender, create the glass shader on an object and choose some color.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @YegorSmirnov

Added subscriber: @YegorSmirnov

#53803 was marked as duplicate of this issue

#53803 was marked as duplicate of this issue

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2017-09-01 14:32:19 +02:00

There's different physical effects that can happen, it depends what you want to simulate, colored reflection is possible. The behavior you'r expecting is probably more like absorption, for which you can use a volume absorption node.

Nodes can be improved with more options or different behavior, but there's no bug here.

There's different physical effects that can happen, it depends what you want to simulate, colored reflection is possible. The behavior you'r expecting is probably more like absorption, for which you can use a volume absorption node. Nodes can be improved with more options or different behavior, but there's no bug here.
Author

I think you got me wrong. Glass is a dielectric and all dielectrics have reflection not colored. If a shader called Glass, it should behave like glass. Of course, glass can have a colored reflection if it's not a usual silicon glass, but have some metals mixed in it. There's is nothing to do with volume absorption.
The default glass shader should have the white reflection and colored refraction. If we'd like to have a colored reflection, then we mix refraction node with glossy node and so on.

I think you got me wrong. Glass is a dielectric and all dielectrics have reflection not colored. If a shader called Glass, it should behave like glass. Of course, glass can have a colored reflection if it's not a usual silicon glass, but have some metals mixed in it. There's is nothing to do with volume absorption. The default glass shader should have the white reflection and colored refraction. If we'd like to have a colored reflection, then we mix refraction node with glossy node and so on.

Glass typically has white reflection and refraction, the color comes from absorption. We provide a color for artistic control. The improvement here would be to add absorption support into the glass shader, or provide support for thin surfaces that compute two refractions at once.

Glass typically has white reflection and refraction, the color comes from absorption. We provide a color for artistic control. The improvement here would be to add absorption support into the glass shader, or provide support for thin surfaces that compute two refractions at once.
Author

Oh, i got your point, thank you.

Oh, i got your point, thank you.

Added subscriber: @angavrilov

Added subscriber: @angavrilov

Try Principled with Transmission = 1.

Try Principled with Transmission = 1.

Added subscriber: @YAFU

Added subscriber: @YAFU
Hi. Here the explanation by Pascal about this in Principled shader: https://blenderartists.org/forum/showthread.php?403342-Cycles-Disney-Brdf&p=3103607&viewfull=1#post3103607
Author

Thanks to Brecht, there is a quite obvious solution. Use Glass BSDF and plug volume absorption shader in the volume input. We get correct reflection + correct colored absorption in the glass!
And yes, i mentioned that we can use Principled BSDF for colored glass, but it's a bit slower and doesn't provide physically absorption all alone.

Thanks to Brecht, there is a quite obvious solution. Use Glass BSDF and plug volume absorption shader in the volume input. We get correct reflection + correct colored absorption in the glass! And yes, i mentioned that we can use Principled BSDF for colored glass, but it's a bit slower and doesn't provide physically absorption all alone.

Added subscriber: @Rawalanche

Added subscriber: @Rawalanche
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
5 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#52615
No description provided.