Hi, FLXmedia :)
If you deserve " real life " then all specular materials must have dispersion. ;)
-- Glass settings:
reflection - 0.930
transmission - 1.000 (greyscale color)
ior - 1.509 * (it's ior dispersed and the original ior is 1.53)
dispersion coefficient - 0.006 *
rest default
-- Water ...
Search found 3 matches
- Fri Jul 07, 2017 9:04 pm
- Forum: Commercial Product News & Releases (Download here)
- Topic: Glass refraction with bottle+water
- Replies: 5
- Views: 2457
- Fri Jul 07, 2017 3:33 pm
- Forum: Commercial Product News & Releases (Download here)
- Topic: Glass refraction with bottle+water
- Replies: 5
- Views: 2457
Re: Glass refraction with bottle+water
Hi,
difficult to say with your screenshot, there is not too much to reflect/refract right now compared with your reference, but in OctaneRender, you need that the liquid is slightly overlapping the glass, to have the correct effect.
Or modelling in a different way, like explaned in the picture ...
difficult to say with your screenshot, there is not too much to reflect/refract right now compared with your reference, but in OctaneRender, you need that the liquid is slightly overlapping the glass, to have the correct effect.
Or modelling in a different way, like explaned in the picture ...
- Fri Jul 07, 2017 2:49 pm
- Forum: Commercial Product News & Releases (Download here)
- Topic: Glass refraction with bottle+water
- Replies: 5
- Views: 2457
Glass refraction with bottle+water
Hello guys,
since i am new to octane, i find myself in a tricky situation, where i need to render a bottle of gin.
With the standard Cinema4D physical renderer, the refraction in my bottle (and on the edge) looks much more realistic than my rendering on Octane.
I attached three images to this post ...
since i am new to octane, i find myself in a tricky situation, where i need to render a bottle of gin.
With the standard Cinema4D physical renderer, the refraction in my bottle (and on the edge) looks much more realistic than my rendering on Octane.
I attached three images to this post ...