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1

This can be caused by the phenomenon of total internal reflection, which causes some rays to reflect internally too many times to make it out of the glass. That is, certain light paths effectively get “trapped” inside the glass, never making it to the camera and resulting in black spots in the rendered result. However, although total internal reflection is a ...


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You have the Subsurface Modifier set to Simple, which doesn't smooth the geometry, only adds it by subdividing each face. Given that the mesh had enough geometry already to look smooth, I removed all subsurface modifiers and check Auto Smooth under Object Data > Normals > Auto Smooth. The Auto Smooth option keeps sharp edges looking sharp even when ...


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Having a plain grey background and faking the HDRI reflections on the reflective materials gives you this. Leaving the reflective materials as they are and removing reflections from the World node gives you this. This however removes all reflections, the monkey is only reflective because it's behind glass so it counts as a Transmission ray. Make sure you ...


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You can get something close to what you show with a Noise Texture plugged into a ColorRamp. Also mix a Musgrave with the Texture Coordinate into a MixRGB in order to twist the spots a bit. Then animate the Mapping on the Z location (or, as Allen Simpson says, switch the Noise Texture to 4D and keyframe the W value). If you want some grains, do it in the ...


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Make sure "Screen Space Refraction" is checked in the Settings menu on the Material tab.


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You can create the wave pattern, duplicate, cut in half: Fill the gaps: Use a Simple Deform/Bend mode in order to bend:


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There are two possible reasons: Backface is disabled. In this case you can see only one side of the face, the outer one (backface) is hidden. The material of oven is transparent or also marked as refractive. This makes this material excluded from base layer and rendered with glass. So then the opacity applied on top of the base layer, you don't see the ...


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