Been trying to work out how to get liquid inside glass to look good.
First thing I sussed was Direct Light didn't work. So Path or PMC it is then.
I modelled a simple glass with a liquid object inside. I did 3. Left one has the liquid object bigger than the inside (intersecting the bottle), middle one is exactly the same size, right one is slightly smaller.
I have a couple of questions though. Firstly, how they look in Standalone. You can see that they all look different. I have used a clear glass and whisky material from Live DB. Secondly, in Lightwave, trying to emulate the LiveDB surfaces, the left one (intersecting) is darker.
My question is, from the developers, how am I supposed to model this. Which version is the right version?
Working with Liquids in Glass
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- gordonrobb
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- gordonrobb
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Badmilk, any reason you've directed me to a thread that, up until I asked the question hadn't been updated in over a year? That thread discusses the exact question I've just asked, but does not answer it. I just want to know what's the best modelling/texturing solution for getting it to look/behave right - and if standalone is different from LW Plugin.
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- gordonrobb
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Have solved the colour variation. It was modelling error. Would still like to know which modelling method OTOY recommend we use.
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Good question !
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Most of the information in the linked thread has gone obsolete, we changed the handling of intersecting volumes in 1.11. You should create a small overlap between the glass and the liquid.
DirectLighting will work, but you probably need to increase the specular depth setting. It is by default too low to render this kind of objects (it needs at least 7).
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Roeland
DirectLighting will work, but you probably need to increase the specular depth setting. It is by default too low to render this kind of objects (it needs at least 7).
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Roeland
Thanks I try and it work pretty well with PT and PMC (for scattering)roeland wrote:Most of the information in the linked thread has gone obsolete, we changed the handling of intersecting volumes in 1.11. You should create a small overlap between the glass and the liquid.
DirectLighting will work, but you probably need to increase the specular depth setting. It is by default too low to render this kind of objects (it needs at least 7).
--
Roeland
- gordonrobb
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Cool, thanks. DL works in terms of the surfacing, but the absence of Caustics ruins it.roeland wrote:Most of the information in the linked thread has gone obsolete, we changed the handling of intersecting volumes in 1.11. You should create a small overlap between the glass and the liquid.
DirectLighting will work, but you probably need to increase the specular depth setting. It is by default too low to render this kind of objects (it needs at least 7).
--
Roeland
thanks for the info though.
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I'm not sure if it will work the same in Octane (haven't had a chance to fully test it), but for Maxwell and other PT engines, the trick was as described here: http://novedge.typepad.com/.a/6a00d8345 ... 970d-800wi.
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- gordonrobb
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But that's not how Roeland describes to do it, and I'm taking his advice as someone that knows. Should I not be?dwr08 wrote:I'm not sure if it will work the same in Octane (haven't had a chance to fully test it), but for Maxwell and other PT engines, the trick was as described here: http://novedge.typepad.com/.a/6a00d8345 ... 970d-800wi.
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