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not so physically correct
Posted: Thu Jun 11, 2015 2:59 pm
by wimver
I try to put water drops on a beer bottle, but it is not as expected. the bottle color hardly shows through the drops. see reference image, which I made myself.
the water is standard from the transparency wizard.
the drops are intersecting with the glass.
the reference image bottle geometry and lighting are identical to the 3D setup.
what can I do to improve this?
tnx
wim
ref img
MW render

Re: not so physically correct
Posted: Thu Jun 11, 2015 5:32 pm
by seghier
Re: not so physically correct
Posted: Thu Jun 11, 2015 5:47 pm
by wimver
not exactly, the glass is transparent.
what you show here is what I get now on opaque materials
it needs to be like this (maybe the previous example was a bit too much cropped)

Re: not so physically correct
Posted: Thu Jun 11, 2015 8:46 pm
by wimver
it even gets worse: when filling the bottle with pure water, it all gets dark, impossible to get light through the glass + water part.
how do I solve this one?

Re: not so physically correct
Posted: Thu Jun 11, 2015 10:21 pm
by seghier
bad lighting give wrong result
i made comparaison between water drops : surfaces and solid
you see the difference
---------
how you made the water ? are you try with displacement and water layer with mask ?
i made other example with blender : to create water i applied displacement modifier with noise texture than boolean to get water drops

Re: not so physically correct
Posted: Thu Jun 11, 2015 10:24 pm
by seghier
can you zoom inside the bottle ? how you create the liquid ?
this is test with bump texture and water layer
https://www.dropbox.com/s/udb31kb0dpj4uw2/drop.rar?dl=0
Re: not so physically correct
Posted: Fri Jun 12, 2015 12:19 am
by wimver
I found out by now that non intersecting works much better. now I will redo the "beer" geometry inside to make it non intersecting too and see if that helps.
left side: intersecting. right side is non intersecting (I just moved the drops in Studio by 0.001 meters)
there still are some nasty grey spots though. how to get rid of those?

Re: not so physically correct
Posted: Fri Jun 12, 2015 12:23 am
by seghier
is the liquid inside bottle intersect with the glass ?
i upolad the material if you want test it ; use bump or displacement
Re: not so physically correct
Posted: Fri Jun 12, 2015 9:03 am
by wimver
yes Sehgier, that would be nice. do you upload it in the Maxwell library? or just here?
I am now doing a test with the liquid inside non intersecting
Re: not so physically correct
Posted: Fri Jun 12, 2015 12:07 pm
by seghier
search in the forum and you find the right way how to create liquid inside glass
your modeling is wrong
here the material
https://www.dropbox.com/s/udb31kb0dpj4uw2/drop.rar?dl=0
Re: not so physically correct
Posted: Wed Aug 05, 2015 8:03 pm
by jfrancis
You are going to enjoy the new nested dielectrics in Maxwell Render v 3.2 coming soon
http://www.maxwellzone.com/news/maxwell ... neak-peak/