Nando Posted August 10, 2012 Share Posted August 10, 2012 (edited) Hi, i am trying to create a shader for an orange juice pouring out of the glass, the problem i am facing is the actual look of the liquid, when its in contact with the glass, the surface keeps changing at time, and later interacts with air, its very hard for me to come up with an index of refraction when its in contact and not in. either i up the value one of them gets pretty blown out or tottaly goes wrong. and when i turn on reflection for the liquid shader, everything turn so dark, i dont know what i am doing wrong but been working on this for a while, I found a similar post in forums, which is here he is taking about sdf volumes, which i am tottaly not aware of it and still looking at the help files, trying my best to get with that. i have attached a sample of my scene file in here and the test jpg wat it looks like for now, any advise and suggestions would be great. for_odforce_2.hipnc Edited August 10, 2012 by fernansha 1 Quote Link to comment Share on other sites More sharing options...
fsimerey Posted August 10, 2012 Share Posted August 10, 2012 The problem is in reality, a ray pass from air to glass to liquid. In your scene, a ray pass from air to glass to air to liquid. You can watch this free tutorial from Peter Quint on Vimeo. http://vimeo.com/26503911 Quote Link to comment Share on other sites More sharing options...
Nando Posted August 10, 2012 Author Share Posted August 10, 2012 (edited) The problem is in reality, a ray pass from air to glass to liquid. In your scene, a ray pass from air to glass to air to liquid. You can watch this free tutorial from Peter Quint on Vimeo. http://vimeo.com/26503911 thanks alot. i will take a look at it. but, here in peter quints tutorial, he is not having an animated geometry, whereas i have a fluid simulation which comes out of the glass. I am not so sure how to isolate the fluid geometry. Edited August 10, 2012 by fernansha Quote Link to comment Share on other sites More sharing options...
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