-andrew- Posted December 10, 2015 Share Posted December 10, 2015 Hi everyone, For the purposes of rendering, are there any rules of thumb for material wall thickness for a bottle (actually a plastic bottle, more on that in a minute) and "filling" it with liquid? It's fine (and preferable) if the wall thickness can be equal to actual value. I'm also uncertain of how to treat the bottle material and the liquid that fills it both in terms of coincidence with other objects as well as how to handle normals (assuming I'm using the right terminology...) Regarding glass vs. plastic materials -again, I'd prefer to keep the original container proportions, if possible. Thanks! Andrew Link to comment Share on other sites More sharing options...
¢hris £und Posted December 10, 2015 Share Posted December 10, 2015 The way we used to do it in the olden days was to have the glass not solid, the break would be where the meniscus of the fluid first contacts the glass. the Fluid would be a solid. That way the rays hit the glass, then immediately hit the fluid. other wise the rendering engine wants to refract the light ray twice for that boundary (fluid/Glass boundary) Link to comment Share on other sites More sharing options...
¢hris £und Posted December 10, 2015 Share Posted December 10, 2015 Link to comment Share on other sites More sharing options...
-andrew- Posted December 10, 2015 Author Share Posted December 10, 2015 Thanks Neurascenic - Not sure what the break would look like - also, does the edge of the liquid intersect the glass? cheers Andrew Link to comment Share on other sites More sharing options...
¢hris £und Posted December 10, 2015 Share Posted December 10, 2015 Just at the edge of the meniscus. Steps to produce: Create glass/Bottle in full Create Top of liquid with meniscus so that it extends just past the inside of the glass ( they intersect/cross ) Use the S-Split tool with the "Two Way" selected. Delete the little bit of excess from the meniscus Stitch the top of the liquid to the split portion of the glass (bottom inside) Color the new liquid shape (which should be a solid) as you wish. Color the glass as you wish Glass.fmz.zip Link to comment Share on other sites More sharing options...
pylon Posted December 10, 2015 Share Posted December 10, 2015 Hi Andrew, You can use Maxwell's new nested dialectics feature, which makes rendering liquids within glass (or transparent plastic) easier to set up, and render more realistically. http://support.nextlimit.com/display/mxdocsv3/Nested+dielectrics Basically, you model the liquid so it slightly overlaps the interior of the glass, assign the glass material a Nested Priority of 0, and the liquid material a Nested Priority of 1. Maxwell takes care of the rest at render time. The Nested Priority parameter is available within the Maxwell material editor (MXED), as well as in auto-translated material within formZ: Link to comment Share on other sites More sharing options...
-andrew- Posted December 11, 2015 Author Share Posted December 11, 2015 Thank you guys SO MUCH!Great info. I own Maxwell so will definitely be doing some homework... cheers Andrew Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.