Can the developers give the definitive answer for this as it's different for different renderers and I haven't been able to find the answer through searching the forum.
Eg in Vray you would model the glass as a normal closed volume, model the liquid as a separate volume but have the liquid slightly larger than the inner surface of the glass so they intersect. All normals facing outward from their respective volumes.
I've read about other renderers requiring the liquid to be completely enclosed within the glass volume.
Which is the correct method for Octane and will this method be absolutely physically correct? I'm not normally that bothered about physical correctness but in the instance where the render has to perfectly match a client's product it is.
Definitive method for modelling Glass + Liquid in Octane?
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Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Windows 10 - 64GB RAM - Cinema 4D R20 - RTX 2070 x3
Hi sdanaher,
we have discussed this argument several time in the past, here an older discussion with posts by PhilBo and roeland about this argument. Please start reading from here:
viewtopic.php?f=23&t=649&hilit=glass+overlapping#p6577
ciao beppe
we have discussed this argument several time in the past, here an older discussion with posts by PhilBo and roeland about this argument. Please start reading from here:
viewtopic.php?f=23&t=649&hilit=glass+overlapping#p6577
ciao beppe
Thanks for the link, I could not find that when I searched. Perhaps make a sticky?
Windows 10 - 64GB RAM - Cinema 4D R20 - RTX 2070 x3

