Two questions:
1:
I have a neck label on a bottle, it's wrapped round the neck using a bend deformer and a taper deformer. It has a patterned material on the outside defined by one selection set, and a plain paper on the inside defined by another selection set.
For some reason the paper inner doesn't show up, I get the outside material showing. When I switch the glass off, everything looks normal. What's going on?
2: How can I stop the glass showing two reflections, one on the outer surface and one on the inner? I know it's physically accurate, but it's sometimes ugly.
glass problems
Moderators: ChrisHekman, aoktar
Great images to explain, thanks!
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
First off, the easiest way to do a label is to duplicate the polygons from the bottle neck and use that as the base of your label.
You then need to extrude it ever so slightly as you need two sides for both textures to work (seems like you have just done this).
Lastly it sounds like the main issue may be that you do not have enough samples in the Specular Depth in your Kernel settings (make sure you are using Pathtracing).
You then need to extrude it ever so slightly as you need two sides for both textures to work (seems like you have just done this).
Lastly it sounds like the main issue may be that you do not have enough samples in the Specular Depth in your Kernel settings (make sure you are using Pathtracing).
I t wasn't a specular depth issue, it was something to do with intersecting geometry.
The reason I don't usually duplicate polys from the bottle, is that I like to set up the label as a flat object, apply textures (sometimes very complex nested mix materials) with flat projection, then generate UV co-ordinates. I then use deformers to wrap it round the bottle.
The reason I don't usually duplicate polys from the bottle, is that I like to set up the label as a flat object, apply textures (sometimes very complex nested mix materials) with flat projection, then generate UV co-ordinates. I then use deformers to wrap it round the bottle.