Working with glass and liquid.

Discuss or ask critique about your current works
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.


For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.

This is necessary to avoid this forum being flooded by spam.
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

pixym wrote:
radiance wrote:
pixym wrote:This is what I get in 2mn with the Glass sample scene in Thea render beta
for a fair comparison algorithm wise, you should disable MLT and use pathtracing, or await MLT in octane 2.2.
These kind of scenes are a nightmare to render without MLT.

Radiance
I am not at office right now, but it seemed to be the unbiased engine...
yeah, but just try running it with pathtracing (not bidir path tracing, plain pathtracing), and no MLT.
It should take hours.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
Voidmonster
Licensed Customer
Posts: 54
Joined: Thu Apr 08, 2010 6:20 am
Location: Oceanside, CA
Contact:

justix wrote:Complete render of my previous post.

1600x1200 - 1600 maxsamples render time 3:26.14 :roll:

it looks ok to me except some noise area in the liquid that I immediately identify after few minutes but I though that it would clear off.
These look to me like they were modeled with the interpenetrating geometry technique (VRay style). See earlier in the thread here -- that method generates incorrect results *and* takes much longer. It's faster and more accurate with the separate surface technique (PhilBo's linked version).
-Zak Jarvis
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
User avatar
Chris
Licensed Customer
Posts: 439
Joined: Thu Jan 14, 2010 5:01 pm
Location: Norway

I can confirm that the Thea Render water glass is not modelled with the interpenetrating geometry technique. Its modelled with the last technique you mentioned. Except the water and the top water surface wich has the same surface (same object).

Cheers.

Chris
________________________________________________________
Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
User avatar
justix
Licensed Customer
Posts: 585
Joined: Sat Feb 27, 2010 8:01 pm

Voidmonster wrote:
justix wrote:Complete render of my previous post.

1600x1200 - 1600 maxsamples render time 3:26.14 :roll:

it looks ok to me except some noise area in the liquid that I immediately identify after few minutes but I though that it would clear off.
These look to me like they were modeled with the interpenetrating geometry technique (VRay style). See earlier in the thread here -- that method generates incorrect results *and* takes much longer. It's faster and more accurate with the separate surface technique (PhilBo's linked version).
it has been modelled with Rhino, I should maybe check the Normals but I will follow the separate technique to see how this last can improve and eliminate the inside noise
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
simmsimaging
Licensed Customer
Posts: 107
Joined: Tue Feb 16, 2010 3:24 am

I adjusted a model to match (I think anyway) the required method for intersecting dielectrics, but I'm not getting the correct refractions. See the attached images - one shows the wire frame, with the liquid, liquid surface, and the glass all as separate objects - with normals point inward on the liquid, up on the surface, and out on the glass. But if you look at the quick render you can see the liquid is not refracting out to the edge of the glass (glass IOR is currently at 1.55).

The first model I tried had intersecting geometry (because originally the scene was in Vray). Has something changed in the way Octane handles intersections?

Thanks /b
Attachments
glass_wire.png
glass_refract_prob.png
http://www.simmsimaging.com
blog.simmsimaging.com
i7 980 24GB Ram GTX580 3GB Vista 64 Ultimate
simmsimaging
Licensed Customer
Posts: 107
Joined: Tue Feb 16, 2010 3:24 am

Seems something very specific to the angle of the camera. If I move it even a bit in any direction the liquid refracts properly. Maybe just an oddity of this file. Seems cool now anyway.

b
http://www.simmsimaging.com
blog.simmsimaging.com
i7 980 24GB Ram GTX580 3GB Vista 64 Ultimate
Post Reply

Return to “Works In Progress”