Forum: Poser - OFFICIAL


Subject: Something wrong with transparencies

kawecki opened this issue on Dec 13, 2006 ยท 27 posts


bagginsbill posted Thu, 14 December 2006 at 9:39 AM

The Diffuse_Color defines the color of light reflected from the surface. Had you made it somewhat less than 100% transparent, you'd expect to see green there and that is what would happen.

Poser should have implemented a Transparency_Color to specify the alteration of light passing through the object as you so rightly point out. However, if you think about 100% Transparency as meaning "not there" then this makes total sense. For example, when you use a transparency map for eye lashes, do you want it behaving like dark brown glass between the lashes or more like nothing there between the lashes? You want nothing there. It means "pretend the surface isn't really here".

Don't use transparency for glass. It isn't really intended for that. Instead, use the glass modelling features of reflection and refraction. Attach a Refraction node to the Refraction_Color input. If you don't want any light bending, set the Index_of_Refraction to 1. However, if you've correctly modelled the glass as a box (non-zero thickness) you should set the Index_of_Refraction to that of true glass, i.e. around 1.4. Adjust the "color" of the light passing through the glass using the Refraction_Color parameter. Adjust the amount of light passing through with the Refraction_Value parameter. If you want perfectly clear glass, use 1 there.

To get the full effect, you'll also want Reflection on this surface, with a Reflection_Value somewhere between .2 and .5 depending on how shiny your glass is. Also make sure you UNcheck Reflection_Lite_Mult and Reflection_Kd_Mult as these produce effects that are not based on realism.


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