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Vw2023 - Difference in Rendering of Window Glass between Redshift & Renderworks


rDesign

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As a test I rendered a SLVP of a Renderworks Camera in both Redshift Exterior Fast and Renderworks, not changing any materials, only changing the Background Render style, and the windows in the Redshift version show much more refraction than in the Renderworks version. The roof beams are shown accurately in the Renderworks version, but in the Redshift version they have an unrealistic amount of refraction. The windows are standard Window PIOs.

 

(Note: to make sure it wasn't due to some low quality setting on the Redshift Exterior Fast, I also ran a Redshift Exterior Final version and got the same inaccurate results, just muuch more slooowly).

 

rs-rw.gif.fcc8f8786f7f360eb3f335f8e8c0d996.gif

Edited by rDesign
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Hi rDesign

 

I came across your post when I ran into a similar issue, except even more extreme.

 

I have a few render files set up for when I am trialling new machines, to see how they compare in terms of render speed. In one of the setups, the views is through a glazed sidelight into a room, and below is the result of those renders. Bear in mind that these are the same viewport, the only difference is the render style.

 

I do hope there is a solution to this, but for now I am staying away from Redshift.

 

Hannes

 

Render test.jpg

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Check out this thread about Redshift Glass: I think the consensus is that Redshift calculated the index of refraction differently than Renderworks,

There are a couple of options listed as workarounds.

Ideally, we wouldn't have to recreate a texture to be Redshift specific, but that looks like the case with the glass shader. 

 

 

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