Working with glass and liquid.
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
what normals did you flip?
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
- Voidmonster
- Posts: 54
- Joined: Thu Apr 08, 2010 6:20 am
- Location: Oceanside, CA
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You're quite right about the edges.Stromberg90 wrote:Where the edges are thin it's supposed to look like the liquid is filling the glass completly to the edge.
So in you latest test the left one looks more correct, but in the way of noise and rendertime the right one will be more effictient.
Apparently I'm doomed to forever prove that months of lab work can save you hours in the library.

PhilBo's description has one detail wrong -- he says that the IOR for the interior liquid layer should be glass + liquid / 2. The average IOR. That's incorrect, and if I'd thought about it I would have figured it out. Instead I looked at my photo and monkey-grabbed the sliders until things looked more right, then tried to figure out why.
See this diagram:
-Zak Jarvis
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
- Voidmonster
- Posts: 54
- Joined: Thu Apr 08, 2010 6:20 am
- Location: Oceanside, CA
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In case anyone else wants to play, I'm attaching the Octane scene and the .OBJ file to render the shot glass model.
A render comparing this technique to the VRay technique is forthcoming. It just needs an hour or so to cook.
A render comparing this technique to the VRay technique is forthcoming. It just needs an hour or so to cook.
- Attachments
-
- ShotGlass.zip
- (305.84 KiB) Downloaded 414 times
-Zak Jarvis
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
- Stromberg90
- Posts: 48
- Joined: Sun Jan 17, 2010 12:59 am
Realy wierd that "no-one" knows the answer, i did take a look at a fryrender tutorial about it and it says something diffrent from the Vray version, the fryrender version looks alot like the picture you posted.
Nice that you posted the scene, sharing is important
Nice that you posted the scene, sharing is important

Win 7 64-Bit, Q6600, Geforce 9800 GTX+, 4 GB RAM
- Voidmonster
- Posts: 54
- Joined: Thu Apr 08, 2010 6:20 am
- Location: Oceanside, CA
- Contact:
In the past I've benefited a great deal from folks who've done this kind of exploration, so it really feels great to give back a little!Stromberg90 wrote:Realy wierd that "no-one" knows the answer, i did take a look at a fryrender tutorial about it and it says something diffrent from the Vray version, the fryrender version looks alot like the picture you posted.
Nice that you posted the scene, sharing is important
The comparison shot is taking longer than expected. Rendering both models in the same scene was introducing a ton of noise and just generally looking crappy. So I'm redoing it as separate images that more closely match my shot glass photo.
Early on I said I didn't have the patience to do a 1:1 photo-to-render comparison, but it's looking more and more like I'm doing just that. I guess I had to sneak up on it to make sure I still thought I was playing instead of doing work.

As for all the different techniques, there's a surprisingly small number of people who really chase these things down to the minute details and there's a surprisingly large number of ways to implement dielectrics, and then there are a ton of variables within each implementation.
Attached is the very noisy comparison image.
- Attachments
-Zak Jarvis
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
- Stromberg90
- Posts: 48
- Joined: Sun Jan 17, 2010 12:59 am
I have seen other topics on this aswell at other forums, but they never seem to get to an answer 
In the newest rendering i still feel the left one looks most correct, to my eye atleast.
And i love these kind of expriments

In the newest rendering i still feel the left one looks most correct, to my eye atleast.
And i love these kind of expriments

Win 7 64-Bit, Q6600, Geforce 9800 GTX+, 4 GB RAM
I will forever claim this is one of the situations where rendering as single-sided would be key... I shall remain in my little cave rejected from society for being a madmanStromberg90 wrote:Realy wierd that "no-one" knows the answer, i did take a look at a fryrender tutorial about it and it says something diffrent from the Vray version, the fryrender version looks alot like the picture you posted.
Nice that you posted the scene, sharing is important

Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
by this I mean, why do you think flipping normals would make a difference? Theoretically Octane renders geometry as double-sided, and therefore it Should render the geometry the same way regardless of where normals are facing. So I'm struck to read it behaved that way...Proupin wrote:what normals did you flip?
Why single sided would solve this, it's because you could model your glass and liquid without gaps or interpenetration (that's just wrong), you could just overlap the things together and the ray would correctly "march" through void-glass-liquid-glass-void, instead of void-glass-liquid-glass-glass-liquid-glass-void (in the case of interpenetration), or void-glass-glass-liquid-glass-glass-void (in case of making a gap)
EDIT: I don't expect you to read the whole forum, so I'll post this again; this is a Lightwave tutorial showing how this guy approaches the problem, believe me it makes sense, but it requires single-sided): http://www.robinwood.com/Catalog/Techni ... ass-1.html
the detaching surfaces method is then what comes closer to this technique ATM, because the ray's marching as it should... but I believe the fresnel is not that complete, and it doesn't recognize when the ray is inside a particular medium in order to determine if it's going "in" or "out" of the denser medium, that as you know makes a huge difference in the way the ray behaves.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Proupin wrote:I will forever claim this is one of the situations where rendering as single-sided would be key... I shall remain in my little cave rejected from society for being a madmanStromberg90 wrote:Realy wierd that "no-one" knows the answer, i did take a look at a fryrender tutorial about it and it says something diffrent from the Vray version, the fryrender version looks alot like the picture you posted.
Nice that you posted the scene, sharing is important
I know what You mean but its not physically correct

i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
hehehe... is that some sort of irony?mlody47 wrote: I know what You mean but its not physically correct

Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/