hi
is it really true that Yafray cannot render render transparent shadows
so that objects inside a glass body will NOT be black???
It seems only to work when you turn on full GI.
hi
is it really true that Yafray cannot render render transparent shadows
so that objects inside a glass body will NOT be black???
It seems only to work when you turn on full GI.
increase raydepth, depth and cdepth under the render panel.
AFAIK, traditional GI methods (ambient occlusion, path tracing, radiosity) are not optimised for all kind of indirect ilumination, or can’t compute some of them at all. That’s why different GI solutions provide differents results, and why people are all the time seeking for new GI algorithms. When you change from Skydome (ambient occlusion) to Full GI (path tracing), you are in fact using a different GI solution.
For instance, when lighting calculations are made with rays shot from the camera (path tracing), it is difficult for them to eventually find the light sources using only stochastic algorithms for bouncing, mainly if the light sources are small.
That’s why the photonmap was invented. In the photonmap technique, rays are shot from the light sources and bounce around using stochastic algorithms. It does not matter whether they reach the camera or not, only matters the lighting calculation. The result is a photonmap, which is ‘read’ by a traditional path tracing solution, but this time the path light rays bounce just one time, just to ‘see’ the photonmap.
That’s why the photonmap tecnique is faster and can provide accurate results in less time.
When you turn on Full GI, you are in fact using a YafRay pathlight (path tracing). In this case, Depth (diffuse rays) and Cdepth (caustic rays) define pathlight rays bounces.
If you activate Photons too, then the pathlight will seek for lighting information in the photonmap, and it will perform only a single bounce by default. In this case, Depth (diffuse photons) and Cdepth (caustic photons) define photons bounces.
Raydepth defines the ability to see objects throught reflections.
YafRay is yet another rather rudimentary implementation of well know Raytracing solutions.
An age old question that still has me begging the same exact question.
Try This:
Edit mode.
Select all vertices.
Flip Normals
Check this thread…
http://blenderartists.org/forum/showthread.php?t=61102
Also check this video, is this the error that you are describing?
http://media.putfile.com/YafRay-Glass-Problem-in-Blender
Besides using full GI, if you don’t need/want that, a simpler solution is to disable ‘Traceable’ in the Blender ‘Links and Pipeline’ Material panel of the glass object.
For regular raytracing, the embedded object is considered shadowed by the object surrounding it, it doesn’t take transparency into account at all. So by disabling ‘traceable’ for the glass object, no shadows will be cast on the embedded object.