Rendering transparent surface touching non-transparent
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‎2018-11-16
04:43 PM
- last edited on
‎2023-05-11
11:53 AM
by
Noemi Balogh
I've tried messing around with the render settings, adjusting ray depth etc, but nothing seems to make a difference. In some cases I can move the objects to create an air gap, but in some that's not practical, like the inner sides of windows where the glass pane meets the frame, or modeled water touching the seabed.
Without any gap, the two faces are touching. With an air gap between the two surfaces.
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‎2018-11-27 03:01 PM
I think this is because of a modeling thing that we generally call "z-fight". When you have 2 different surfaces in the exact same position, the 3D engine won't be able to decide which one is before the other (because neither are), and won't know which surface to eliminate in the current angle, and so the 2 surfaces are both displayed, and start "flashing". You can see that in the OpenGL 3D window of ARCHICAD as well, if you place 2 morphs right over each other, with different surfaces.
I think the same thing happens in the render: the renderer sees both surfaces, and tries to display them both at once. If you use the same color for the bottom of the glass as the slab underneath, it looks fine.
This is not actually a bug, but a behaviour/limitation of the rendering engine. Here's what I do in case of "seabed". I usually model the bed from a mesh, and place the water into it as a slab, and then use SEO to remove the excess parts of the slab. When I do this, I can use the "Inherit from Operator" option to override the cut surfaces to the same surface. This way the rendering will look fine even though the surfaces are still touching.
I hope this explains everything. Let me know if you still have doubts or problems.
Regards,
Professional Services Consultant
GRAPHISOFT
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‎2018-11-27 03:01 PM
I think this is because of a modeling thing that we generally call "z-fight". When you have 2 different surfaces in the exact same position, the 3D engine won't be able to decide which one is before the other (because neither are), and won't know which surface to eliminate in the current angle, and so the 2 surfaces are both displayed, and start "flashing". You can see that in the OpenGL 3D window of ARCHICAD as well, if you place 2 morphs right over each other, with different surfaces.
I think the same thing happens in the render: the renderer sees both surfaces, and tries to display them both at once. If you use the same color for the bottom of the glass as the slab underneath, it looks fine.
This is not actually a bug, but a behaviour/limitation of the rendering engine. Here's what I do in case of "seabed". I usually model the bed from a mesh, and place the water into it as a slab, and then use SEO to remove the excess parts of the slab. When I do this, I can use the "Inherit from Operator" option to override the cut surfaces to the same surface. This way the rendering will look fine even though the surfaces are still touching.
I hope this explains everything. Let me know if you still have doubts or problems.
Regards,
Professional Services Consultant
GRAPHISOFT
For Troubleshooting and useful Tips & Tricks visit
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‎2018-12-05 09:54 AM
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‎2018-12-13 05:39 PM
The balcony in the attached image consists of 3 walls and a slab, all in the same material, but the connections appear and disrupts the shading in a render.
Any ideas?

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‎2018-12-14 02:33 AM
PVBergkrantz wrote:
A small update on this, I am having some trouble rendering touching transparent materials. Say two walls in ArchiCAD, both in the same transparent material, meeting in a corner. When I try to render it shows similar issues to the first post. However, they are the same material and should merge right? They merge fine in sections and regular 3d, but when rendering I still get the edges.
transparency issues.jpg
The balcony in the attached image consists of 3 walls and a slab, all in the same material, but the connections appear and disrupts the shading in a render.
Any ideas?
You will probably want to play around with the Ray threshold and Ray Depth settings in the Cinerender settings.
There are many post here that discuss these settings.
Scroll down in this HelpCenter article to the section for "Cinerender and glass surfaces":
https://helpcenter.graphisoft.com/knowledgebase/41188/
There may be other render settings that affect how glass look when viewed from the ends - something to do with the refraction of the light and the colour of the glass.
I am no expert but the above should hopefully help.
Barry.
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‎2018-12-14 09:31 AM

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‎2018-12-14 10:02 AM
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‎2018-12-17 09:23 AM
Always a good idea to ask anyway, when in doubt, I think. Thanks for the feedback.

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‎2018-12-17 10:08 AM
Ling.
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Self-taught, bend it till it breaks | Creating a Thread |
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