Keep light shining through glass, cycles

So I’m trying out som interior visualization, but already ran into trouble. I want the light effect in the first picture, but I also want windows, but when I put some glass panes in my scene the light becomes all boring like in pic no 2. What glass shader should I use to keep the effect?

Thank you


Is the sun luminance accurate? Did you try to render with full global illumination? What kind of material that glass is? Is it fully transparent?

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Watch and learn. A great tutorial.

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Judging by the amount of noise in the first pic i assume the sun light is actually quite tame.

The default diffuse material reflects a lot of light here which can be deceiving for setting up lighting

The roughness attribute will also defelcts some lights to the exterior

The room brightness will go down as you add more textures to it

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I’m using only HDRI for lighting. The glass i principled shader with 0 roughness. Should be transparent.

Thanks, I’ll be sure to check it out!

Thanks for replying! I’m using only HDRI for light, should I add a sunlamp as well you think?
Maybe I went ahead a litle too eraly with the light, just so eager :slight_smile:

You can adjust the hdri brightness directly

For transparency you might want to mix it with transparent shader

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I’ve seen that HDRI setup can light enviroment in way that middle gray is looking normal at exposure 0. That means that HDRI texture is not related real luminance values and it is heavily under exposured at indoor.

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As a starting point, try using a 0.5 degree sunlamp at 441 and sky texture at 29.
Then you adjust your materials albedo (color) to appropriate values.
Then you adjust exposure.

That should give you an idea of how it should look like.
Now replace with unclipped HDRI and adjust it strength until it provides about same lighting.

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Thanks for the tips guys, will certainly play around with the lighting a bit more!
Ass for glass I found this node setup from blender guru

So I thought I should give it a go

Only problem is, I can’t seem to find the “add” node. I find a add node, but it doesn’t seem to be the same. Anyone knows which one it is?

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It’s Math Node that is set to Add.

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Thanks man!

Well, that glass hack doesn’t look right at all. At IOR 40 it means the first slot (Glossy???) is hardly getting evaluated at all. And for lower IORs the entries are reversed - sigh… Lastly, you can’t even use fresnel directly unless you control the normal facing direction.

Glass and light penetration has been discussed to death before. Search for it.

i do not recomend using glass for interiors just have nothing or turn off the shadows for glass in the object render settings

Glass panes will shadow for light arriving at glancing angles. I would also keep it around for reflections if darker outside shots are needed. From a tech standpoint, transparency+glossy (sharp) based glass panes doesn’t have too much of an impact, as long as fresnel and possibly shadows are handled correctly.

Unless roughness is required, I wouldn’t bother with refraction, where thin panes can use incoming ray as normal without causing issues. I also wouldn’t bother with 2-4 layers of glass, even fake glass.

You may save a little time not doing glass. But I think you’ll save a heck of a lot more time not having to deal with a realistic sun - that thing is problematic. Fortunately for me, blocking the sun out (controlled lighting environment) is part of what we need to do, so that helps me tremendously for rendering.

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Tnanks alot Carl! I still have so much to learn, but I will certainly follow some of your advice and play around some more. I’ll be back!

Update. Ended up with a simple setup for the glass as recomended by @CarlG
Glossy + Transparency, it keeps the light properties, hope it’s believable enough

What’s the node setup?