Hi everyone,
I’m working quite hard on my BG competition entry, and I’m trying to make a (rather insane) fluid simulation, with the character charging through a river. However, using a glass material (IOR 1.333), the particles look really dark, with a sort of black fresnel effect:
However, in nature, water droplets look almost white:
It may just be because I have a darker, redder lighting system, but I’m really bugged by how they act this way. Anyone know how to fix it?
Just a fast idea how it could be possible to make the “particles” white or manipulate their look with compositing. You could duplicate the scene and delete every light source. Place a emission plane inside the water und setup a water shader like in picture 2. Render result could be used for compositing. Not sure if that helps a bit in your case but maybe it does…your first rendering looks great. good luck!
I find that increasing light bounces on fluids with glass material removes the black. You might test this by selectively rendering only part of the images with the issue.