All posts relating to Maxwell Render 1.x
By bjorn.syse
#307273
Hi!

I've read everything I've found about the methods for rendering a Liquid in a glass, and have gotten good results using Thomas An's method (mentioned here: http://www.maxwellrender.com/forum/view ... 15&t=17147). However, two things leaves me with questions, I'll post one here and another one in it's own thread.

Since the top of the liquid is covered with a thin layer of glass, this would be visible when at a camera angle where one can look down into the glass, am I right? This might not be visible when using clear glass and a clear/reflective liquid. But what if the relationship was another, let's say if the glass was frosted, or the liquid had a more matte surface?

Consider Red wine in a frosted glass.

Best regards,

- Björn
#307295
I have no help for you with this, but i'm really interested to hear the answer. I had a project where I had to do frosted glass and I was never ever to get it to look really correct. I wasn't sure if I was doing it wrong or maxwell doesn't handle it well. I did notice that in V2 there is an update related directly to that though!
#307325
Mihai wrote:You could make a triangle selection just for the 'top' part of the frosted glass and apply a non frosted version of the glass there.
Clever! that would probably work. Thing is I never think that way cause I'm in Rhino and I don't we have that option through the plugin. Thanks though!

And Deadalvs, now THAT's a beatiful picture! _WOW_! Is the roughness of the glass mapped with a modified gradient?

- Björn
#307327
hey Björn !

i did it like this:

geo is nurbs, so the whole uv space is exactly 0-1 in u and v. i counted the nurbs spans along the mesh in u that correspond to the parts that i want to have vapour on. then i went to PS and painted a tileable (the seam !) black/white texture with a standard brush. the only simple good idea when i thought of how to make vapour is that i mapped the texture to the roughness of the glass ..

that's it ..
#307338
I will post the actual photo that gave me the idea for this render tomorrow.

I'm sure that I've messed up with the material setups, so I appreciate any help on this.
Materials always confused me.

Thanks
#307346
contact7 wrote:I tried this last year with no success.

Frosted glass took ages to clear and the liquid didn't look that realistic.

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Your image is exactlly what I ran into also. I took FOREVER and it didn't even look right. I tried just modifying the roughness, which while it did cloud up the glass, it just kinda made it less see through rather tahn acutally "frosted glass" Looking through frosted glass seems to affect the sharpness of what's behind it...making it blurry and more diffuse. When i tried my glass in maxwell, it didn't make the objects behind it more blurry or more diffuse, it just made them harder to see due to the more opaque glass.
#307379
itsallgoode9 wrote: Your image is exactlly what I ran into also. I took FOREVER and it didn't even look right. I tried just modifying the roughness, which while it did cloud up the glass, it just kinda made it less see through rather tahn acutally "frosted glass" Looking through frosted glass seems to affect the sharpness of what's behind it...making it blurry and more diffuse. When i tried my glass in maxwell, it didn't make the objects behind it more blurry or more diffuse, it just made them harder to see due to the more opaque glass.
Yes, exactly what I got, although I'm pretty sure that maxwell can handle this. I'm just not very good with materials. It's always a trial and error case (like jvm - Beautiful image by the way...).
I hope v2 will give us a faster preview of the final result. That will help.
#307808
Do like Mihai Suggested. This is the approach I took on a project I did a while back and it works. Make the surface just above the liquid low roughness so that it resembles the top of real liquid. The rest of the object will have your glass with roughness.

Image
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