Half-sphere and specular material problem

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MSUdom5
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Half-sphere and specular material problem

Post by MSUdom5 » Tue Jul 22, 2008 2:19 pm

I'm new to the 3D modeling world, and just started working with blender and indigo at the beginning of this month. Anyway, I was trying to model a glass of wine (since everyone seems to do that as a beginner exercise), and ran into problems when trying to "fill the glass with wine". The glass itself is beautiful, but I can't get the wine part right.

To illustrate my problem, I've isolated it by modeling a half-sphere and assigned it a specular material. For some reason, the middle of the flat part of the half sphere has a large circle which doesn't match the rest of the mesh. It looks almost as if there are two different meshes with different materials.

Image
Image

The blender file is here

http://www.ece.msstate.edu/~dom5/bb_img ... here.blend

in case anyone wants to look at it. I've checked that normals are pointing outward, and they all are. Anyone have any idea what's going on here?

Is there a better method for modeling liquid in a glass? Am I using the right material?

Thanks.

StompinTom
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Post by StompinTom » Tue Jul 22, 2008 3:46 pm

you got waaay too many polygons.... thats not the problem, but you can get a smooth sphere with waaay less polygons.

make sure your specular material is set to transparent. ill take a look tomorrow morning if i can.

MSUdom5
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Post by MSUdom5 » Tue Jul 22, 2008 3:49 pm

Yeah, this isn't my actual project, just a small example of the problem. Fewer polygons causes the same error. It seems to be the shape of the mesh that's causing the problem.

The specular material is set to transparent.

Thanks, and if you get a chance to take a closer look, I'd appreciate it.

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palawat
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Post by palawat » Tue Jul 22, 2008 3:50 pm

Look at page 81 in the manual (Indigo_Manual_v1_0_x_2.pdf). I think it's a good start.

:wink:
Cheers,

Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64

MSUdom5
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Post by MSUdom5 » Wed Jul 23, 2008 5:18 am

Thanks palawat. I used this to begin with, and the results were fine when looking at the volume of liquid from the side (like the render in the manual). However, it's the top of the liquid that's giving me problems. As the partial render shows above, there are strange concentric around the outside, and one large circle of what looks like a completely different material in the center.

I'm still scratching my head over this.

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Kram1032
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Post by Kram1032 » Wed Jul 23, 2008 5:28 am

you got a glass-toffifee O.o
*hungry*

MSUdom5
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Post by MSUdom5 » Wed Jul 23, 2008 5:31 am

Ha! I didn't even see that. Now I kinda like my render... :lol:

But seriously, I just want plane-ole liquid.

:wink:

Woodie
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Post by Woodie » Wed Jul 23, 2008 5:55 am

Possibility that vertexes are not welded?

MSUdom5
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Post by MSUdom5 » Wed Jul 23, 2008 6:04 am

Not exactly sure what you mean by "welded", but I've removed all double vertices, and the mesh is solid (no holes). Thanks for the reply.

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zsouthboy
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Post by zsouthboy » Wed Jul 23, 2008 6:25 am

Actually it looks like your "liquid" is possibly within RAY_NUDGE_DISTANCE to the plane.

Move it up a little bit to see if improves.

MSUdom5
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Post by MSUdom5 » Wed Jul 23, 2008 6:42 am

Thanks zsouthboy, but I get the same result with or without the plane. :cry:

Woodie
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Post by Woodie » Wed Jul 23, 2008 7:37 am

Is that possible that this is actually accurate?

MSUdom5
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Post by MSUdom5 » Wed Jul 23, 2008 7:42 am

Woodie, I'm a bit of a noob, so my statements could be erroneous. Feel free to check the .blend file. Thanks for your help.

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zsouthboy
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Post by zsouthboy » Wed Jul 23, 2008 7:58 am

EDIT: WTF actually that does not look right. Investigating.

EDIT2: There's something screwy going on here. When I recreate a hemisphere it does the same thing. Lemme try this in a prior version of Indigo. (Using 1.1.6 now)

EDIT3: Luxrender does EXACTLY the same thing. Same "look"
Last edited by zsouthboy on Wed Jul 23, 2008 8:16 am, edited 1 time in total.

Woodie
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Post by Woodie » Wed Jul 23, 2008 8:13 am

I did downloaded the file and tried to render with internal. Results are very similar. I think it's actually how it would look like.

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