Working with glass and liquid.
Posted: Tue Apr 13, 2010 6:04 am
As part of my ongoing process of learning to use Octane, I'm working with glass that contains liquids.
Specifically I wanted to know what the correct modeling techniques are with Octane.
The correct technique in Maxwell Render involves a slightly non-intuitive physical construction -- the glass part is only double-walled up to the point where the liquid is contained, and a thin meniscus layer separates the gapless volume of liquid, so the liquid is fully contained and also acts as the interior wall of the glass.
There are some very nice diagrams, but I didn't make them and I don't want to link to images on the Maxwell forums.
This technique did not really work well for me in Octane.
There are a handful of things I noticed between the two renders. Foremost, I did not accurately match the scenes for camera layout. I just eyeballed position and FOV, so that's slightly off, as well as the rotation of the HDRI. I didn't try very hard to match up the material on the ground plane for anything but color. I think I forgot and inverted the specular texture in either Octane or Maxwell, which might account for the differences. It's otherwise the same model and texture maps.
In the Octane render, I notice that the glass doesn't appear double-walled where it 'contains' liquid. It looks exactly like what it is, a solid chunk of glass with a different material inside it -- there is no interreflection between the liquid and the glass.
Also, it looks like somewhere between Lightwave and Octane some precision was lost on positioning. The glass is sitting about 0.2mm above the ground plane, but in the render it appears to be intersecting, see the black ring where the glass 'rests' on the ground. Maxwell renders that properly.
Also, it would be very nice to have attenuation for dielectrics in Octane. (I forgot to re-render in Maxwell with no attenuation -- d'oh!) I assume it's on the drawing board, but I still miss it. How much do I want Octane-speed dispersion and complex IOR? VERY, VERY MUCH, thank you.
(I don't have a sig set up with my computer specs yet, but here they are for reference: Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core)
Specifically I wanted to know what the correct modeling techniques are with Octane.
The correct technique in Maxwell Render involves a slightly non-intuitive physical construction -- the glass part is only double-walled up to the point where the liquid is contained, and a thin meniscus layer separates the gapless volume of liquid, so the liquid is fully contained and also acts as the interior wall of the glass.
There are some very nice diagrams, but I didn't make them and I don't want to link to images on the Maxwell forums.
This technique did not really work well for me in Octane.
There are a handful of things I noticed between the two renders. Foremost, I did not accurately match the scenes for camera layout. I just eyeballed position and FOV, so that's slightly off, as well as the rotation of the HDRI. I didn't try very hard to match up the material on the ground plane for anything but color. I think I forgot and inverted the specular texture in either Octane or Maxwell, which might account for the differences. It's otherwise the same model and texture maps.
In the Octane render, I notice that the glass doesn't appear double-walled where it 'contains' liquid. It looks exactly like what it is, a solid chunk of glass with a different material inside it -- there is no interreflection between the liquid and the glass.
Also, it looks like somewhere between Lightwave and Octane some precision was lost on positioning. The glass is sitting about 0.2mm above the ground plane, but in the render it appears to be intersecting, see the black ring where the glass 'rests' on the ground. Maxwell renders that properly.
Also, it would be very nice to have attenuation for dielectrics in Octane. (I forgot to re-render in Maxwell with no attenuation -- d'oh!) I assume it's on the drawing board, but I still miss it. How much do I want Octane-speed dispersion and complex IOR? VERY, VERY MUCH, thank you.

(I don't have a sig set up with my computer specs yet, but here they are for reference: Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core)