Glass BSDF (Dispersion IV) Update

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Mario Tran Phuc
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Joined: Mon Nov 14, 2016 4:03 pm

Re: Glass BSDF (Dispersion IV) Update

Post by Mario Tran Phuc » Thu Aug 31, 2017 5:02 pm

dp1979dk wrote:
Thu Aug 31, 2017 4:53 pm
Where do you put the downloaded cycles file???
I recommend to save the cycles file to a quick access folder to collect them.

Then you can just create an object material from the Cycles 4D material presets and rightclick to load the group:
Load-Group.jpg (129.91 KiB) Viewed 786 times



Re: Glass BSDF (Dispersion IV) Update

Post by bmathews415 » Fri Sep 15, 2017 10:44 pm

How are you supposed to install this? What do I do with a .cyg file?

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Re: Glass BSDF (Dispersion IV) Update

Post by Ariusfx » Sat Sep 16, 2017 5:50 am

bmathews415, Take a look at the image mario posted, Open up your node editor, right click and select load group.

Once you've done that open up the .cyg
~Creative Intent

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Re: Glass BSDF (Dispersion IV) Update

Post by Maui » Wed Sep 20, 2017 2:09 pm

Hey Mario, can you maybe share a screenshot of your rendersettings for good clean glass renders?

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Mohamed Sakr
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Re: Glass BSDF (Dispersion IV) Update

Post by Mohamed Sakr » Thu Oct 05, 2017 12:55 pm

Mario Tran Phuc wrote:
Wed Aug 30, 2017 1:23 pm
It might have appearerd to you that objects inside a Glass Material (the default as well) are getting darker when you clamp the rendering:

Clamping_Path Tracing.jpg

We just figured out that the solution for this is switching to "Branched Path Tracing".

Clamping_Branched Tracing.jpg

Could be helpful in one or the other occasion.


I found out why the results are different, sample all lights works only for BPT, I will update the UI to reflect that., sample all lights makes the result brighter.

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