comparing Refraction of renderers.

Discussion started by Lucaslobos

Hi everyone, I'm currently doing a series of tests with some renderers to compare the refraction of some glass materials. For that I made a basic model of a product, a simple glass bottle and in its inner part another glass and I tried to get closer to the maximum of the reference using Corona Render, and Fstorm. The purpose of this discussion is to understand a little more how the refraction difference works in the software calculation and understand which delivers better quality.

Reference: https://prnt.sc/IoAo48ru8qFq

We can see in the reference some effects generated on the slightly darker edge and we can notice a high brightness in the reflection.

Example - https://prnt.sc/A6Gsb4D6-p-O

Now let's compare the reference with the images generated by Corona Render

Refraction Corona Render - https://prnt.sc/8-c9y0tApEGn

In the corona render on a studio light, we can see low reflection compared to the reference, and we can also see that we don't have dark parts on the edges. As much as I place objects and or replace all reflections to an HDRI it still doesn't come close to the reference.

https://prnt.sc/d9Twxw7QL0_z

In the link above I tried to add a little absorption and dispersion, it gained a little volume but it was darker than the reference.

Now let's compare the refraction of the Fstorm renderer

https://prnt.sc/7FF1afcnWEA5

We can see that in the Fstorm rendering the refraction brought details closer to the reference, bringing the darker areas but a little stronger. but still it can be improved. so to bring a little more detail of the refraction and the light I added some imperfections such as fingerprints and scratches to see if the volumetry of the glass would be sharper and get even closer to the reference.

https://prnt.sc/r_NpyybHL_cz

The model was a little darker, more highlighted the bottle and brought a little more detail. but still it is not similar with the reference.

I would like to know about your analysis, if there is something that I am doing wrong, or to understand a little the behavior of the refraction calculation or maybe to do more tests with other renderers such as vray. let's go. I would like to know your opinion.

The text was a little big, but I thank those who contribute to this analysis.

Answers

Posted over 1 year ago
0

Probably best to share this on the corona forums as they have quite a technically solid active community.

Its hard to investigate further without seeing your tone mapping or material setup but I can also see those dark edges you refer to in the corona render, however they appear mute/grey. I would assume this is due to your tone mapping, fstorm in my opinion has excellent tone mapping with default settings.

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