Glass test

General questions about Indigo, the scene format, rendering etc...
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Kosmokrator
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Post by Kosmokrator » Wed Nov 08, 2006 4:35 am

yea this is the reason but....tha same hapent when i need a color fluid inside a transparent glass....i dont think this is physicaly correct!!!when u have a blue coctail drink inside a glass tha coctail still blue not full transparrent...the image above has a very very red dark fluid inside glass...only in coustics i can see some red...

Image


i think its modeling problem becouse the fluid overlapping glass surface...look at the botom the ono s concept model...my glass follow this modeling consept....
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tungee
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Post by tungee » Wed Nov 08, 2006 9:43 am

yamas! is this ouzo?
Music has the right to children!

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Post by Kosmokrator » Wed Nov 08, 2006 9:46 am

stin ygeia mas tungee!!!
yes is uzo.....:)
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Post by afecelis » Wed Nov 08, 2006 10:53 am

somehow when I try to model Ono's glass following his tech drawing, I always end up with problems at the center. I tried a couple of times in max and the same with blender. Then I found a nice "glass modeling" tut for blender and gave it a shot.
1st image: with exr lighting; too much DOF I think (don't ask me what kind of wines they are, hehehhe :wink: ) and looks a bit strange (not on Indigo's side, but the image itself)
Image
So then I tried a black bkg version with a mesh emitter that came out a bit better:
Image
this exercise showed me what I was doing wrong with Ono's model so next I'll try his glass :wink:
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Post by afecelis » Wed Nov 08, 2006 4:26 pm

ahhh! I was finally able to get Ono's glass modeled properly in blender. Here's a quick 7 min render:
Image
dunno if this is the effect he's expecting to see :wink:
I'll post clenaer versions as they get "cooked"
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Post by afecelis » Wed Nov 08, 2006 5:18 pm

the "obliged" mesh emitter version:
Image
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Post by Big Fan » Wed Nov 08, 2006 5:51 pm

edited to remove all
Last edited by Big Fan on Mon May 07, 2007 1:25 am, edited 1 time in total.

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afecelis
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Post by afecelis » Wed Nov 08, 2006 5:57 pm

why does the glass have a top on it?
check Ono's profile and measures on 1st post:
http://www.indigorenderer.com/montecarlo/glassdiag.png
I think the thickness and the overlapping of the liquid are deliberately made that way to see a certain aspect of refraction :wink:
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Post by Big Fan » Wed Nov 08, 2006 7:29 pm

edited to remove all
Last edited by Big Fan on Mon May 07, 2007 1:25 am, edited 1 time in total.

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Post by Kosmokrator » Wed Nov 08, 2006 9:42 pm

well i found the reason of my problem....is the mesh overlaping between glass and water surface...Ono's technique dosent work with color dielectrics...instead the old method works fine as u see in the image....
Image
Ono what u think?will fix this in the future releases?
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OnoSendai
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Post by OnoSendai » Wed Nov 08, 2006 10:26 pm

For the record:
there is no way to model/render liquids in a glass entirely correctly in any released version of Indigo.
Depending on how this new technique works out, the next version should have support for this.

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Post by Kosmokrator » Wed Nov 08, 2006 10:30 pm

thnx Ono... :wink:
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filippo
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as you have created the liquid material?

Post by filippo » Wed Nov 08, 2006 10:56 pm

as you have created the liquid material?
you excuse my English

come avete creato il materiale liquido?
grazie
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afecelis
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Post by afecelis » Thu Nov 09, 2006 8:28 am

Code: Select all

<material>
		<name>liquid01</name>
		<specular>
			<ior>1.330</ior>
			<transparent>true</transparent>
			<cauchy_b_coeff>0.000</cauchy_b_coeff>
			<rgb_absorptivity>0.191 0.738 0.738</rgb_absorptivity>
		</specular>
	</material>
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Becco_UK
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Post by Becco_UK » Sun Nov 12, 2006 4:22 am

I doubt over-lapping geometry will give accurate refraction in an accurate render engine such as Indigo.

The liquid/glass surface needs to be a seperate geometry, the normal direction changed and given an IOR value that is an average of the liquid and the type of glass being portrayed.

Is that about right?

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