The problem of interfacing liquid and glass.

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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truerender
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Seem we just don't understand each other

here is a scene with render and reference
I can also bring great examples with errors made ​​by the error render.
Suffice equivocate. Can see that this is an obvious stud! Pictures is hiding the truth.
And if you do not see this so much the worse for you.
Tell me will fix a bug or not?
Tell me that you will not do it and I will not write.
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temp-64GTX
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Karba wrote:Seem we just don't understand each other

here is a scene with render and reference
Is red glass with clear water should look like that? I guess not.
Attachments
00.png
Media_3492.jpg
Media_3491.jpg
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bicket
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Karba wrote:Seem we just don't understand each other

Hi karba
I just think everybody here wants to use the vray way : much more easy to model, animate and tweak.
That way every material has its own ior. The engine have to remenber which surfaces have been intersected along a ray path.

Building every intersection and calculating the ior between materials has no sens. :roll:
Attachments
refraction vray way.jpg
refraction.jpg
PortFolio
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truerender
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Hi karba
I just think everybody here wants to use the vray way : much more easy to model, animate and tweak.
That way every material has its own ior. The engine have to remenber which surfaces have been intersected along a ray path.

NO Biket! No! Oh my God! NOOOO!
Because Vray-way is Biased, wrong, unnecessary intersection, more poligons needed, it is need to more recalculate the engine!
Octane engine In the base is correct, the problem only in interpretation of surface that ray cross! ONLY in that.
It is need to go Maxwell way - Unbiased!!!


I'm so crazy because it is my business!
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bicket
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truerender wrote:
Hi karba
I just think everybody here wants to use the vray way : much more easy to model, animate and tweak.
That way every material has its own ior. The engine have to remenber which surfaces have been intersected along a ray path.

NO Biket! No! Oh my God! NOOOO!
Because Vray-way is Biased, wrong, unnecessary intersection, more poligons needed, it is need to more recalculate the engine!
Octane engine In the base is correct, the problem only in interpretation of surface that ray cross! ONLY in that.
It is need to go Maxwell way - Unbiased!!!


I'm so crazy because it is my business!

ok Truerender, keep cool.
Vray is biased for GI but the ray tracer is ok.
This is just my point of view, i'm able to adapt.
But could you explain know you model your liquid and how you animate it (for example whem if the bottle is falling on the side)? Thanks in advance
PortFolio
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truerender
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ok Truerender, keep cool.
Vray is biased for GI but the ray tracer is ok.
This is just my point of view, i'm able to adapt.
But could you explain know you model your liquid and how you animate it (for example whem if the bottle is falling on the side)? Thanks in advance
I don't know :)
I don't use animation. But somehow it is animate in maxwell? So this way.
simmsimaging
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Karba: if you are able to make that change in the engine then the Vray way is by far the best practical solution (despite any ranting about biased/unbiased - which isn't relevant). It simplifies the modeling and produces perfectly accurate results.

The modeling simplification is non-trivial. Trying to create correctly matching surfaces and/or using boolean operations to get them with high poly and complex interactions is a major roadblock. A bit of wine in a glass is one thing, but complex pour with splashing etc is another. Never mind animations....
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truerender
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Any ideas?...
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mimbik
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Can you explain how to properly use Octane IOR in setup like Glass + water etc? For me, Vray setup is much easier but I think we can learn new things.
Thanks.
MaTtY631990
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Does anyone remember this, quite far back now but it might still help.
http://render.otoy.com/forum/viewtopic.php?f=23&t=649
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