coplanar or overlapping workflow
Posted: Mon Oct 31, 2011 3:11 pm
Hi all,
I just have a quick question about the procedure / workflow for transmissive objects such as glass and how their faces sit on top of other objects. For example, if a glass box sat on top of a diffuse surface, would the faces need to be co-planar, ie. touching perfectly, or should the box be raised slightly above the surface?
Also how would this apply to an example like a liquid within a glass. I know in some biased renderers you should slightly overlap in the faces, would this be the case with octane, or would you have the faces either co-planar or have the liquid mesh slightly back from the glass mesh so that light can enter and exit the glass before entering and exiting the liquid. I imagine being physically correct it will be the latter, but thought I'd ask the question as I can't find anything on this in the manual or on the forums.
Sorry if it has been covered and haven't found it, it's not an obvious thing to think of a keyword to search for.
Mike
I just have a quick question about the procedure / workflow for transmissive objects such as glass and how their faces sit on top of other objects. For example, if a glass box sat on top of a diffuse surface, would the faces need to be co-planar, ie. touching perfectly, or should the box be raised slightly above the surface?
Also how would this apply to an example like a liquid within a glass. I know in some biased renderers you should slightly overlap in the faces, would this be the case with octane, or would you have the faces either co-planar or have the liquid mesh slightly back from the glass mesh so that light can enter and exit the glass before entering and exiting the liquid. I imagine being physically correct it will be the latter, but thought I'd ask the question as I can't find anything on this in the manual or on the forums.
Sorry if it has been covered and haven't found it, it's not an obvious thing to think of a keyword to search for.
Mike