Liquids Test Thread

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dakiru
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Re: Liquids Test Thread

Post by dakiru » Wed Jul 15, 2009 9:37 am

Polinalkrimizei: yes, handmade. Vertex extrude -> subdivide smooth -> detail edit -> spin dup 2x 180 degrees 124 steps -> remove doubles -> recalculate normals outside -> apply scale :mrgreen:
Do you use Blender?

edit: sure you do, your screenshots.. :oops:

Wine glass

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Polinalkrimizei
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Re: Liquids Test Thread

Post by Polinalkrimizei » Wed Jul 15, 2009 4:25 pm

Dakiru thanks for sharing!
I actually did my glass the same way, just used curves as a profile. In your pictures the bottom of the glass just looks as if it wasn't perfectly straight, like is has some slight displacement, like I can see in my real wine glasses.
Each time I try to reproduce this effect, it just doesn' look realistic :(

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Doug Armand
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Re: Liquids Test Thread

Post by Doug Armand » Wed Jul 15, 2009 5:03 pm

Final render @30000spp
orangejuiceNew.jpg
orangejuiceNew.jpg (57.88 KiB) Viewed 3125 times
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OnoSendai
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Re: Liquids Test Thread

Post by OnoSendai » Wed Jul 15, 2009 5:06 pm

Looks good Doug.
The only issue I see is dark edges around the orange juice liquid, this is due to insufficient triangulation resulting in poor shading normals.

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Polinalkrimizei
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Re: Liquids Test Thread

Post by Polinalkrimizei » Wed Jul 15, 2009 7:00 pm

Very nice render!
Did you try applying the fluid sim and smoothing the mesh a little?

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Doug Armand
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Re: Liquids Test Thread

Post by Doug Armand » Wed Jul 15, 2009 7:13 pm

Polinalkrimizei wrote:Very nice render!
Did you try applying the fluid sim and smoothing the mesh a little?
Yes I applied a smooth modifier and set it for about 20 iterations but no other smoothing. I find that for results like this setting the surface subdivions in the fluid sim to 1 or 0 produce snoother results where the liquid meets the glass. I don't use a subsurf modifier after a bake either for the same resaons.
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Polinalkrimizei
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Re: Liquids Test Thread

Post by Polinalkrimizei » Wed Jul 15, 2009 7:21 pm

Yeah true subsurf doesn't work in this case, just costs a lot of time. I made good experience with setting the "smooth-button" in the fluid-sim panel to 4 or 5. Looks much better and is much faster.

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Re: Liquids Test Thread

Post by Stromberg » Wed Jul 15, 2009 10:46 pm

dakiru: Thats weird cause i get the rainbows... well hope ono can shine some light on this :)

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dakiru
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Re: Liquids Test Thread

Post by dakiru » Thu Jul 16, 2009 3:24 am

Stromberg wrote:dakiru: Thats weird cause i get the rainbows... well hope ono can shine some light on this :)
Stromberg: Well, maybe it is about material. I used Wytraven's OJ material. But, actually, I do not see it in the Material library now...

Polinalkrimizei: Sure, always welcome :)
I am really not good in modeling with curves. :mrgreen:

Doug: It looks like a yummy sweet orange jam. I realized now, that I'm hungry :lol:

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Doug Armand
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Re: Liquids Test Thread

Post by Doug Armand » Thu Jul 16, 2009 4:03 am

dakiru wrote: Doug: It looks like a yummy sweet orange jam. I realized now, that I'm hungry :lol:
Thinking toast with marmalade? If there were 'bits' in the material I'd agree :-).

Note to self - Toast + marmalade for brekkie :-) :) :wink:

Not quite orange juice though I reckon ?
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Godzilla
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Re: Liquids Test Thread

Post by Godzilla » Thu Jul 16, 2009 4:46 am

My RAM and new hardrive should be coming today. :o

(I'm at work right now)

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Polinalkrimizei
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Re: Liquids Test Thread

Post by Polinalkrimizei » Thu Jul 16, 2009 8:11 am

Here's a test render using the WhiteGrapefruitJuice material that pixie did according to the indigo manual. It is a little dark, perhaps because of the env-map, and the mesh just doesn't seem that clean. It is at about 28000 spp now. I think I'll have to abandon this scene... :(
Attachments
White Grapefruit Juice.png
White Grapefruit Juice.png (350.53 KiB) Viewed 2969 times

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dakiru
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Re: Liquids Test Thread

Post by dakiru » Thu Jul 16, 2009 2:31 pm

Doug Armand wrote: Thinking toast with marmalade? If there were 'bits' in the material I'd agree :-).
You will not believe, but I've had toast after :lol:, but with tuna.

Maybe more dynamics for the liquid?

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PureSpider
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Re: Liquids Test Thread

Post by PureSpider » Sat Jul 18, 2009 4:56 am

Just a quick idea, not rendered for long (on my crap pc) whatsoever.
Scene attached in case anyone wants to render it clean :mrgreen:

€dit: Wyt is rendering it and will post it soon :)
Attachments
teapot_liquid.zip
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im1247848927.png
im1247848927.png (607.61 KiB) Viewed 2865 times

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Doug Armand
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Re: Liquids Test Thread

Post by Doug Armand » Sat Jul 18, 2009 7:49 am

Final Update: @4000spp. I also gave it +2 EV as it seemed quite dark
im1247854958.jpg
im1247854958.jpg (63.32 KiB) Viewed 2817 times
Last edited by Doug Armand on Sat Jul 18, 2009 10:21 am, edited 2 times in total.
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