xoctan657 Posted December 1, 2010 Share Posted December 1, 2010 salam evryone i rendered glass of water with this setting of reflection setting and i use one common serfuce between the water and glass like in this image : but if i set up the scene with this setting and give both of water and glass its own serfuce like in this image : i didn't get the real result as in first image setting ,how i have to manipulate the indexs of reraction in second image to get real resulte (or it just can be done with first image setting)? Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted December 1, 2010 Share Posted December 1, 2010 Make sure your water, glass objects are not touching each other. If the polygon planes exist on the same plane for the different surfaces then the raytracer might not change IOR correctly. Quote Link to comment Share on other sites More sharing options...
xoctan657 Posted December 1, 2010 Author Share Posted December 1, 2010 i maked the water surface smaller than the glass a little , and i use the pbr render engine , but i didn't get the same result as in first image setting(common surface between glass and water case). Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted December 1, 2010 Share Posted December 1, 2010 I'm not sure I understand. Can you post example files of both setups. Quote Link to comment Share on other sites More sharing options...
xoctan657 Posted December 1, 2010 Author Share Posted December 1, 2010 caustics_final.hip you can render with PBR out node to see deffirante between glass and glass1 object......... Quote Link to comment Share on other sites More sharing options...
DaJuice Posted December 4, 2010 Share Posted December 4, 2010 Hi Hossam, I looked at your file and I think the IOR settings for diagram 2 are incorrect. Both the glass and water should have air as the outside media (Outside IOR of 1). I also get better results when the surfaces are intersecting, where the liquid is slightly bigger than the inside of the glass. I've attached an edited version. Personally I think diagram 1 is the more elegant way to do it, and I've had good results. caustics_final_edit.zip DaJuice_whiskey_water.zip 1 Quote Link to comment Share on other sites More sharing options...
anim Posted December 4, 2010 Share Posted December 4, 2010 that's very nice looking render DaJuice, i like it i remember getting better results with intersecting water/glass in mental ray, but it breaks the attenuation of the water (or wine rather) since it measures length of the refracted ray and it is really short since glass wall is right next to it. I think in Vray it works that way I am not sure how mantra's attenuation works in this case, but since it doesn't work in PBR i guess it's not worth to ask. splitting water in 2 surfaces and deleting common surface from glass seems pretty crazy to me (even though it may be the most optimized solution and maybe the most correct?) but in case of dynamic water i guess it's not so easy (maybe in houdini it is) but i doubt that that's the way it's usually done in movies Quote Link to comment Share on other sites More sharing options...
DaJuice Posted December 4, 2010 Share Posted December 4, 2010 (edited) I haven't looked into it, but yeah, I'm not sure how you would deal with dynamic liquids. If the Cookie SOP weren't so notoriously unreliable... Now that I think of it, we had a thread dealing with dynamic liquid/glass interaction, either here or on the SESI board. I'll have to look for it. Edited December 4, 2010 by DaJuice Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted December 5, 2010 Share Posted December 5, 2010 wow, great results. Quote Link to comment Share on other sites More sharing options...
FromHell Posted October 4, 2012 Share Posted October 4, 2012 I have tried to render this scene with H12 and i get this grainy glass Any ideas how to get rid of all the grain? Ive already tried to reduce the noise level, cranked up the pixel samples but it doesnt help Quote Link to comment Share on other sites More sharing options...
michael Posted October 4, 2012 Share Posted October 4, 2012 I haven't looked into it, but yeah, I'm not sure how you would deal with dynamic liquids. If the Cookie SOP weren't so notoriously unreliable... Now that I think of it, we had a thread dealing with dynamic liquid/glass interaction, either here or on the SESI board. I'll have to look for it. and this one http://vimeo.com/18542939 Quote Link to comment Share on other sites More sharing options...
old school Posted October 4, 2012 Share Posted October 4, 2012 Here's the file brought up to H12.1 with a new Mantra Output driver as some parms have changed since H11. DaJuice_whiskey_water_H12.1_v002.hip It started to clean up with these settings: Pixel Samples: 4x4 Min Ray Samples: 1 Max Ray Samples: 12 Noise Level: 0.02 Getting Cleaner with these settings: Pixel Samples: 7x7 Min Ray Samples: 1 Max Ray Samples: 16 Noise Level: 0.01 I like to increase the Pixel Samples along with the Max Ray Samples and set the Noise Level down. I use the diagnostic Ray Level "level" image plane to see how deep the ray tree went. Quote Link to comment Share on other sites More sharing options...
FromHell Posted October 5, 2012 Share Posted October 5, 2012 thank you! Quote Link to comment Share on other sites More sharing options...
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