

Isn't Cycles supposed to be a physically based renderer!? How can it fail to render glass so hard. The scene would get really dark and you wouldn't see those squares of lights that windows often produce. I would put the glass in the windows and suddenly This is the problem I was having when making my scene. The only thing that's there is the desired reflection. There should be some shadow where the edges are but other than that considering this is an unrealistically 100% pure glass there should be no shadow in the centre at all. Not only that but look at that harsh shadow dropped by the glass, that's something that just wouldn't happen in real life. Nothing comes through to the other side!!!?! Well, here is what happens in Blender Cycles: When you point a light at glass what do you expect to happen? You expect for it to show up on the opposite side as glass is seethrough, perhaps with a bit of a reflection on the glass it self. I added a volumetric cube as well to help visualize it.Īs expected the "Laser" makes a dot of light on the ground. My scene is just a narrow spot light pointing down. I decided to do a little test on how the deafult glass behaves (Principled BSDF with Transmission on 1)įirst I made a reference render with no glass. Whenever I place glass in them it just doesn't act right, to the point that even leaving the widow "open" gives a better result. OK So I've been trying to make a simple scene of my room as a bit of practice but I've run into trouble while doing the windows.
