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Ron
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remKa wrote:I think you need to scale the scattering up big time. Give it a value like 1000 or even 2000.

Uhhh - such high values I never guessed to be necessary. Will try that tomorrow. Thanks for the tip.
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Ron
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A new try - it's getting closer I think ... does it?
Splash_O-Saft_021_0001.jpg
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remKa
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Yep this is way better, but you need pure white reflection now !
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lixai
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how about this one :mrgreen: :D :mrgreen: :D :mrgreen: :D
Splash_O-Saft_021_0001.gif
you need more ss on the splash 8-)
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Seekerfinder
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Ron wrote:A new try - it's getting closer I think ... does it?
Splash_O-Saft_021_0001.jpg
Getting close Ron. I just feel you need to lighten the juice (and it's still too green). More transparency might help but also keep tweaking sss. It still looks a bit like paint. Lixai's on the right track over there. Keep going, we'll keep cheering you on...
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xxdanbrowne
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Looks much better but I think it still looks a bit too thick like soup instead of juice and not orangey enough. Keep going.
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Ron
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Seekerfinder wrote:
Ron wrote:A new try - it's getting closer I think ... does it?
Splash_O-Saft_021_0001.jpg
Getting close Ron. I just feel you need to lighten the juice (and it's still too green). More transparency might help but also keep tweaking sss. It still looks a bit like paint. Lixai's on the right track over there. Keep going, we'll keep cheering you on...
Seeker
Thank you for being nice with me :-)
Yes - I will continue trying to find suitable SSS values. Should still be possible.

Ron
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Angbor3D
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errrm what is the base material you use for the orange juice?

Imho 5 options:
1. specular (obviously) with transmission: something like .8 red, .6 green, .05 blue
2. specular with absorption and scatter: this will look very real, but the juice lacks the coherent color. Esspecially the splash might be partially on thin areas transparent. Despite being real, this might look not so good. Also a good hdri map might be needed in this case.
3. glossy: a lot of examples on the internet appear to be glossy material. Glossy would offer that uniform orangeish tint of the juice.
4. mix between 2. and 3. or 1. and 3.
5. mix of 1., 2., 3. or 4. with gaussian blackbody emission. With low emission value, a blackbody emission color would "bleed" to the ground around the bottle etc. This should offer a very intense impression if the gaussian values are chosen right (ID assume arround 0.625 wavelength and .1 width) AND there is enough light in the scene to make such effect believeable.

Problem: most images of orange juice on the Internet are already CGI. Most already on a high level. The real effect like in 2. almost feels wrong for some viewers or not good enough.
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Ron
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Thank you Angbor3D for your advice. I originaly used the orange juice from LiveDB, but begun changing the medium values and color ...

I tried several of your hints and this is the result:

1: New material for splash with your color settings, absorption and scattering. Liquid inside bottle without abs/scattering.
Splash_O-Saft_022_AbsScat.jpg
2: After reading the thread (http://render.otoy.com/forum/viewtopic.php?f=23&t=649) regarding stacking transparent materials I changed the setup, but got this:
Splash_O-Saft_022_fail_1.jpg
and this
Splash_O-Saft_022_fail_2.jpg
The I ensured that the normals of the bottle and the inside liquid are pointing outwards and the mesh of the liquid is intersecting slightly the inside of the bottle (which is made by a cloth nurbs in C4D - therefore the normals of the inside mesh are not pointing inward. Should I change that?).
The result was like the above - with black surroundings and looking more like oil ...

Then I added a bit of emission which gave an interesting result:
Splash_O-Saft_022_emission.jpg
Does this look like orange juice?

Looking forward to feedback.

Ron
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