Bottle, liquid, packaging...one step at a time !

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Bottle, liquid, packaging...one step at a time !

Postby asyto » Wed Sep 06, 2017 10:48 am

asyto Wed Sep 06, 2017 10:48 am
Hi guys,
I am new here, and new to Octane.
I actually am trying to understand it doing some basic stuff :)

So, I choose to start making a bottle with liquid inside :lol:

First problem with the refraction. I've tried to resolve the problem alone but I can't figure it out. I have weird refraction from the glass.
> index at 1.5
> the liquid is intersecting with the bottle
> scale is almost "physically" accurate
> pathtracing
> hdri on
> tried various thickness, nothing change
> tried with specular material for the liquid, nothing change
> on the right of the screen, the index is at 1. It's closer to what I imagine/want for the liquid but not real and I lose all the glass refraction... So that's a nope.

Maybe something with the uv ?

Image

Image

I have no clue of what's going on :? Maybe I'm missing something huge ?

Can you help me a little please ?
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Re: Bottle, liquid, packaging...one step at a time !

Postby Builtdown » Wed Sep 06, 2017 12:26 pm

Builtdown Wed Sep 06, 2017 12:26 pm
Hi,

I use different program (Lightwave) so the problem might be in your program.
But I have no problems like that.
I make a bottle and the liquid inside. I add specular material to both (1.5 for glass, 1.33 to liquid) and start rendering with HDRI and Pathtracing. This is what I got: see picture.


I was wondering if you have enough power with Pathtracing. Mine has Max Diffuse depth 8 and Max Glossy Depth 28. Maybe adjust the Ray epsilon value also.

Is your bottle subpatched or "frozen"?
Attachments
glass.jpg
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Re: Bottle, liquid, packaging...one step at a time !

Postby asyto » Wed Sep 06, 2017 12:39 pm

asyto Wed Sep 06, 2017 12:39 pm
Hey !
Thanks for the quick reply :)

I just adjusted the settings, 1.5 for glass and 1.33 for the liquid.
Samples at 2048.
Max Diffuse depth 32
Max Glossy Depth 96

And yet, the same problem. This weird little capsule style :shock:

But I know I certainly am doing something wrong.
Maybe something wrong with my modelling technic in c4d. I'm using a revolution nurb...
Oh, and I m using the transmission channel to set the color for the liquid material, and I think that's not good !
I keep searching :)



See the picture :mrgreen:
Image
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Re: Bottle, liquid, packaging...one step at a time !

Postby Builtdown » Wed Sep 06, 2017 12:48 pm

Builtdown Wed Sep 06, 2017 12:48 pm
Try modeling with just extruded disc and no subpatching or nurbs.

Transmission is the right place to add color I think.
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Re: Bottle, liquid, packaging...one step at a time !

Postby asyto » Wed Sep 06, 2017 12:54 pm

asyto Wed Sep 06, 2017 12:54 pm
Thanks, I'l try it now ;)
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Re: Bottle, liquid, packaging...one step at a time !

Postby asyto » Wed Sep 06, 2017 1:20 pm

asyto Wed Sep 06, 2017 1:20 pm
Ok, so, it seems to me that modeling from a disc did it !

Image

So, to make it clear and understand the problem that I was having : the bottle was "empty" and now, it's "full" ?
In many tutorial I found on youtube/internet, guys are modeling in splines + nurbs directly in C4D or importing the splines from Illustrator.

Was I having a double refraction ?
Because My bottle wasn't "full" ?
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Re: Bottle, liquid, packaging...one step at a time !

Postby asyto » Wed Sep 06, 2017 2:31 pm

asyto Wed Sep 06, 2017 2:31 pm
Ok, I think it was the modeling technique !
I gave my glass some thickness and made an "empty" bottle and it's working...

Image

I'm curious about others modeling techniques to create bottle with liquids inside ? Guys ?



Thanks Builtdown :D ;)
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Re: Bottle, liquid, packaging...one step at a time !

Postby DigiChuckle » Tue Sep 19, 2017 11:15 am

DigiChuckle Tue Sep 19, 2017 11:15 am
I have a different workflow, but I can share the following from experience:

- leave a narrow gap (of "air") between the bottle and the liquid. the topology shouldn't coincide or intersect.
- in Octane, select your mesh node and in its import settings (the little wrench icon) uncheck "Load vertex normals". You can also try the "Merge unwelded vertices" option on/off, see if there's any change (but I doubt that).
- in the import settings of your mesh (again), try different unit lengths (at the top of the dialoguie "Length unit: < select from drop-down>")

Hope that helps. Cheers!

P.S. Which version of Octane is that, btw? I recently had an unusual specular material behaviour in 3.07 test 5.
Win10 Pro | Z620 | 2x 8 core Xeon 2.2 Ghz | 64 GB ram | Quadro K4000 + GTX 1060
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Re: Bottle, liquid, packaging...one step at a time !

Postby moose69 » Wed Oct 25, 2017 11:35 pm

moose69 Wed Oct 25, 2017 11:35 pm
On the earlier shots your normals are look like they are the wrong way so the glass and liquid think they are inside out. The differnet modelling method seems to have produced correct normals
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Re: Bottle, liquid, packaging...one step at a time !

Postby moose69 » Wed Oct 25, 2017 11:39 pm

moose69 Wed Oct 25, 2017 11:39 pm
If you are modelling from a revolved nurb you can just reverse the spline direction and the surfaces created will reverse the normals. If you make editable and have a mesh rather than a parametric object you can reverse the normals post.
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