Controlling refraction
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Hullo, first post here, have found boards to be excellent resource so far.
I've been modelling my glassware and trying to nail the liquid and glass settings; in this particular glass the refraction causes the whisky colour to appear all the way up the near side; you can also see the dark line below the middle which indicates the level of the liquid but can't see it on the far side so there's no sense of an elliptical 'top' to the whisky. Also wondering about a fix for the artifacts in the trapped shadows at the base of the glass (there are 2 slight recesses). Any suggestions?
Will upload this and other glasses to 3d warehouse once finished and post link, got martini/wine/tumbler.
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Just as a quick question, is there any physical gap between the glass tumbler and the ground plane? It almost looks like a form of Z-fighting, I would try to raise the glass like 1/128" or so above the ground plane and see if that helps. Likewise, is there any gap between the glass and the liquid? Perhaps scale the liquid by a very small factor to keep it away slightly from the glass.
Rob
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@rspierenburg said:
Just as a quick question, is there any physical gap between the glass tumbler and the ground plane? It almost looks like a form of Z-fighting, I would try to raise the glass like 1/128" or so above the ground plane and see if that helps. Likewise, is there any gap between the glass and the liquid? Perhaps scale the liquid by a very small factor to keep it away slightly from the glass.
Rob
+1
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also for the color issue i would try to apply the wiskey material on the bakside/inner faces..
and maybe try a ior of 1,33 (it should be similar to water not to glass)
in addiction try to play with the fog color multiplyer..
hope this can be useful.. -
Thanks for the tips, the z conflict has been solved at base and have adjusted fog to get better colour depth (very very very light yellow-orange used). IOR to 1.33 has improved refraction issue on front face although it still strikes me as too much colour- think this might be one of those issues where you expect it to look a certain way in your mind. Test render in another glass attached for comparison.
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That's looking nice, hmmm, sip. You can also try increasing your refraction depth so you have fewer of the dark reflections in the liquid. If you're using caustics, you could add some point lights to get sharper caustics.
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