"Astra. Was dagegen?"
My Cola Bottle got ior: Cola 1.02 and Bottle 1.15
It's low, but if I set it higher the glass will apare way to thick
Probably cause of the powerfull lights in the scene...
And yes, it's modelled the Real Life way
I got two side by side renders soon finish, one Real Life and one Thomas An.
One with ior: Glass 1.3 and Fluid 1.2
And one with ior: Glass 1.15 and Fluid 1.1
EDIT: here it is
It's low, but if I set it higher the glass will apare way to thick
Probably cause of the powerfull lights in the scene...
And yes, it's modelled the Real Life way
I got two side by side renders soon finish, one Real Life and one Thomas An.
One with ior: Glass 1.3 and Fluid 1.2
And one with ior: Glass 1.15 and Fluid 1.1
EDIT: here it is
Here's an image I made:
To model such a scene as the one pictured, The model needs to be set up so that each of the three interfaces can be assigned a different material.
The material for the air-glass interface will be a standard specular material with (internal) index of refraction (IOR) ~= 1.5.
Note that currently in Indigo it is implicitly assumed that the 'external' IOR is 1. (i.e. very close to the IOR of air)
By 'external', I mean the volume on the normal side of the interface.
The air-water interface will be a standard specular material with IOR ~= 1.33
For the glass-water interface, I'll define a new property for the specular material: external_ior. This will define the IOR on the external (normal) side of the surface.
So for the glass-water interface, the usual internal IOR will be 1.33, and the external_ior will be 1.5.
This technique may be something of a burden on the modeller, but it should produce good results.
To model such a scene as the one pictured, The model needs to be set up so that each of the three interfaces can be assigned a different material.
The material for the air-glass interface will be a standard specular material with (internal) index of refraction (IOR) ~= 1.5.
Note that currently in Indigo it is implicitly assumed that the 'external' IOR is 1. (i.e. very close to the IOR of air)
By 'external', I mean the volume on the normal side of the interface.
The air-water interface will be a standard specular material with IOR ~= 1.33
For the glass-water interface, I'll define a new property for the specular material: external_ior. This will define the IOR on the external (normal) side of the surface.
So for the glass-water interface, the usual internal IOR will be 1.33, and the external_ior will be 1.5.
This technique may be something of a burden on the modeller, but it should produce good results.
I'm not a physicist, but to me it looks like the liquid's and the glass' refractive indices would add up (which is wrong) if the scene would be modeled according to the picture above, because the lightrays don't get kind of "reset" by exiting the refractive material but directly entering another refractive material that bends the direction even further. This would explain why even with a refractive index close to 1 the result looks so strange.
Thanks Ono-Sendai for your reply
I didn't mean there really is a thin layer of air between water and glass, but I wondered if the ray of light knows it's exiting one medium and entering another without passing through a surface with an inverted normal and entering another medium by passing through a surface with a facing normal. MentalRay e.g. would interpret it like 2 added IORs which would lead to false results. It either needs a small gap between the two Materials or a shader that offers 2 IORs to be entered (like e.g. the T2S Illumination Shader's "Media In" value): the IOR of the Material and the IOR of the medium it's coming from (most of the time "1" for air).
To be sure I made a simple test:
A textured floor plane, one glass window with thickness and IOR 1.5, another thick glass window in front of the first (on the left side) same IOR but a tiny gap between window 1 and 2 and last but not least a simple one-sided grid with IOR 1.5, too. This covers window 1 on the right side.
Here's the result in XSI/MentalRay:
Result in Indigo 0.66 (sorry for the burn, it killed the .EXR file while stopping the rendering so I had to use the tonemapped PNG ):
Notice that there's no XSI-exporter yet, so I exported it via Blender / OBJ and positioned the camera by hand to give a similar angle.
Result in both renderers is the same. As you can see, the IORs on the right side add and results in a very high (=3) IOR while on the left everything looks as expected.
Should be similar to the water in the glass-problem?
I didn't mean there really is a thin layer of air between water and glass, but I wondered if the ray of light knows it's exiting one medium and entering another without passing through a surface with an inverted normal and entering another medium by passing through a surface with a facing normal. MentalRay e.g. would interpret it like 2 added IORs which would lead to false results. It either needs a small gap between the two Materials or a shader that offers 2 IORs to be entered (like e.g. the T2S Illumination Shader's "Media In" value): the IOR of the Material and the IOR of the medium it's coming from (most of the time "1" for air).
To be sure I made a simple test:
A textured floor plane, one glass window with thickness and IOR 1.5, another thick glass window in front of the first (on the left side) same IOR but a tiny gap between window 1 and 2 and last but not least a simple one-sided grid with IOR 1.5, too. This covers window 1 on the right side.
Here's the result in XSI/MentalRay:
Result in Indigo 0.66 (sorry for the burn, it killed the .EXR file while stopping the rendering so I had to use the tonemapped PNG ):
Notice that there's no XSI-exporter yet, so I exported it via Blender / OBJ and positioned the camera by hand to give a similar angle.
Result in both renderers is the same. As you can see, the IORs on the right side add and results in a very high (=3) IOR while on the left everything looks as expected.
Should be similar to the water in the glass-problem?
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