The problem of interfacing liquid and glass.

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Elvissuperstar007
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mikinik wrote:Elvissuperstar007, seems to me, seriously here don't concern any more to you

can so?
I did a lot of good for the Octane render. than you think. and it confirms each.
better to say thank you for the online library
caustic in octane is weak and it has already been verified. everyone who is involved will confirm test
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Karba
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Elvissuperstar007 wrote: caustic in octane is weak and it has already been verified. everyone who is involved will confirm test
There shouldn't be any caustics at all. Just because there are not bright and small enough light sources at that scene. How do you imagine caustic should be from environment?
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Karba
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truerender wrote:So everything on the picture
Try to use 2+3 and set IOR to 1 for liquid

Left - IOR 1.33
Right - IOR 1.0
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GlassesIOR.jpg
truerender
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can so?
You can but it is not correct.
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refraction.jpg
truerender
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Try to use 2+3 and set IOR to 1 for liquid

Left - IOR 1.33
Right - IOR 1.0
This is bad idea... This is no correct anyway!
The refraction will be with glass IOR And in real Life it is other.
Why i must do it? Better repair the render engine!
Can you check this or you do not know what to do? Or you do not want?
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Karba
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truerender wrote:
Try to use 2+3 and set IOR to 1 for liquid

Left - IOR 1.33
Right - IOR 1.0
This is bad idea... This is no correct anyway!
The refraction will be with glass IOR And in real Life it is other.
Why i must do it? Better repair the render engine!
Can you check this or you do not know what to do? Or you do not want?
That is correct way.
glass has 1.3 ior
liquid has 1.3 ior
So from glass to liquid there is no ior difference.
So ior between glass and liquid is 1.0 or close to 1.0.

Render engine is correct.
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IOR.jpg
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bicket
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Karba wrote:
truerender wrote: Render engine is correct.
I don't think so

IOR is relative to the material and not difference between 2 materials
the law says : n_1 . sin(theta_1) = n_2 . sin(\theta_2)

Image

So the light ray goes straight only if n1 = n2.

The fact is that from air to glass (n1 = 1 , n2 =1.5) the ender engine detects the surface but from glass to liquid (n1 = 1.5 , n2 =1.3) it doen't seem to detect the ior decreases.
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Karba
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bicket wrote:
Karba wrote:
truerender wrote: Render engine is correct.
I don't think so

IOR is relative to the material and not difference between 2 materials
the law says : n_1 . sin(theta_1) = n_2 . sin(\theta_2)

Image

So the light ray goes straight only if n1 = n2.

The fact is that from air to glass (n1 = 1 , n2 =1.5) the ender engine detects the surface but from glass to liquid (n1 = 1.5 , n2 =1.3) it doen't seem to detect the ior decreases.
Well, what ior should be between glass and liquid if both has ior 1.33.
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bicket
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Karba wrote:
Well, what ior should be between glass and liquid if both has ior 1.33.
Karba
I don't think that glass ior is 1.33.
I far as i'm concerned, i would build the scene like this : air (by default io=1), glass ior=1.5 and liquid ior=1.3
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Karba
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bicket wrote:
Karba wrote:
Well, what ior should be between glass and liquid if both has ior 1.33.
Karba
I don't think that glass ior is 1.33.
I far as i'm concerned, i would build the scene like this : air (by default io=1), glass ior=1.5 and liquid ior=1.3
In that case ior between glass and liquid will be 1.5/1.3 ~= 1.153846
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