Glass refraction inside an object works not as expected #98633

Closed
opened 2022-06-06 23:00:10 +02:00 by Anton Aparin · 8 comments

System Information
Operating system: Windows 11 Pro
Graphics card: NVIDIA GeForce RTX 3060 Ti

Blender Version: 2.83.21

If you put a glass object inside another glass object with the same IOR, the object inside is still clearly visible. I should have only been visible if the IOR were different.

Steps to reproduce:

  • Create 2 objects.
  • Set transmission to 1
  • Set IOR to 1.5 (glass IOR) (1.33 = water IOR)
  • put one object inside the other
  • Set renderer to cycles

Result:
The object inside is clearly visible

Broken (Cycles):
glass-bug.png

Correct (Eevee):
glass-bug-eevee.png

**System Information** Operating system: Windows 11 Pro Graphics card: NVIDIA GeForce RTX 3060 Ti Blender Version: 2.83.21 If you put a glass object inside another glass object with the same IOR, the object inside is still clearly visible. I should have only been visible if the IOR were different. Steps to reproduce: * Create 2 objects. * Set transmission to 1 * Set IOR to 1.5 (glass IOR) (1.33 = water IOR) * put one object inside the other * Set renderer to cycles Result: The object inside is clearly visible Broken (Cycles): ![glass-bug.png](https://archive.blender.org/developer/F13135537/glass-bug.png) Correct (Eevee): ![glass-bug-eevee.png](https://archive.blender.org/developer/F13135550/glass-bug-eevee.png)
Author

Added subscriber: @Antosser

Added subscriber: @Antosser
Member

Added subscribers: @brecht, @Alaska

Added subscribers: @brecht, @Alaska
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

I can confirm this issue in Blender 3.3, and the physics of the real world which is the reasoning behind @Antosser's report is correct. Assuming that I'm remembering my physics classes properly.

However, I believe this might just be a limitation of how most ray tracers like Cycles works? Luxcore has the same issue.
So I will wait for someone like @brecht to comment on the matter.

I can confirm this issue in Blender 3.3, and the physics of the real world which is the reasoning behind @Antosser's report is correct. Assuming that I'm remembering my physics classes properly. However, I believe this might just be a limitation of how most ray tracers like Cycles works? Luxcore has the same issue. So I will wait for someone like @brecht to comment on the matter.

Changed status from 'Needs Developer To Reproduce' to: 'Archived'

Changed status from 'Needs Developer To Reproduce' to: 'Archived'

That's how it's designed to work. The IOR does not define the properties of the interior volume of the object, but rather the difference between the interior and exterior volumes at the surface separating them. It would be convenient if it worked differently but that's outside the scope of the bug tracker.

That's how it's designed to work. The IOR does not define the properties of the interior volume of the object, but rather the difference between the interior and exterior volumes at the surface separating them. It would be convenient if it worked differently but that's outside the scope of the bug tracker.
Author

In #98633#1369764, @brecht wrote:
That's how it's designed to work. The IOR does not define the properties of the interior volume of the object, but rather the difference between the interior and exterior volumes at the surface separating them. It would be convenient if it worked differently but that's outside the scope of the bug tracker.

That means it's working incorrectly in Eevee.

> In #98633#1369764, @brecht wrote: > That's how it's designed to work. The IOR does not define the properties of the interior volume of the object, but rather the difference between the interior and exterior volumes at the surface separating them. It would be convenient if it worked differently but that's outside the scope of the bug tracker. That means it's working incorrectly in Eevee.

Refraction in Eevee is only approximate, see:
https://docs.blender.org/manual/en/latest/render/eevee/limitations.html#screen-space-refraction

Only one refraction event is correctly modeled.

Refraction in Eevee is only approximate, see: https://docs.blender.org/manual/en/latest/render/eevee/limitations.html#screen-space-refraction > Only one refraction event is correctly modeled.
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Reference: blender/blender#98633
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