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By Maximus3D
#310860
kami: Hehe, good suggestion :D

zdeno: Yup there is definately something wrong with that. As this is lit only by a hdr it's problematic to adjust the contrast unless i do it in post which i could ofcourse do. But i wanted to post the raw image straight from Maxwell before i postprocessed it.

Hervé: Hehe it does, yummy tasty cianide :) mmm that makes me thirsty.

/ Max
By zdeno
#310863
Maximus mayby try to ser low roughness in Your materials . then all scene should get some variations in shading and lighting. I tested this kind of workflow and it worked just fine.
By big K
#310882
max, if you use cinema to export and render your scene, do you know that there is always some scattering in the simuLens active ?even if maxwell render shows it is inactive it is active. you are able to check this when using the color picker while rendering. the logo of the maxwell demo has to be totally black (0,0,0).
tu turn simuLens off, you have to activate some parameters and deactivate them again. when the renderer updates the image it will be without simuLens then.
maybe this is your contrast problem.
User avatar
By Maximus3D
#312538
zdeno: Good idea, i might try that and see if it helps improve the scene anything.

bigK: Ah yes that known bug, i remember that. Only problem is that this is rendered by using the Modo plugin and not through C4D this time. But i will still be sure to keep in mind what you said about that simulens is active when using C4D. I forgot about that in some of my older tests using other scenes.

I thought i would show you guys that rendering somehting like this with Modo can require quite a bit of time, just as it would with Maxwell. This is a improved version of the same scene i rendered with Modo at double the resolution of the Maxwell version and after more than 36 hours with very high light, material and rendersettings it's still not finished.
Image
Again, this is a Modo rendering, NOT Maxwell.

/ Max
User avatar
By Maximus3D
#312545
Yea the dispersion is nice, but that's also one of the things which slows it down alot! the thing about rendering something like this with a renderer like Modo's is that they are so sensitive to the settings of every little thing in the scene. If one setting is wrong, the renderer chokes like this. In this scene i have ALOT of effects thrown in, such as..
- dispersion
- reflective caustics
- refractive caustics
- depth of field
- lensdistortion

And ontop of that some pretty high values for just about everything to try to get the realistic look, yet it still does not go all the way.. there's a load of depth and feeling of the glass and liquid missing here which i simply cannot recreate in Modo now regardless of how high my settings are. :(

/ Max
User avatar
By Maximus3D
#312553
Thanks guys! :oops: you're both too kind. It could still be improved a few more steps towards realism but i'm not sure if i should spend more time on a scene like this, the scene itself is pretty boring and everyday'ish :) a glass in a kitchen is not too exciting to look at. I been thinking about releasing the scene without textures for Maxwell as a MXS file if people want something to experiment on. If there's interest then i might prep the scene again for Maxwell 2.0 and post it.

/ Max
#312586
wo max.. the last maxwell render is really really-REALLY close to refractioin of picture(suggestions to match pic better 1) water needs to fill glass a bit more to go above the handle like in pic 2) the base of the glass needs to be a bit narrower-it looks moke like beer mug(mmmmbeeeeer) than a water glass in pic-you can probably do this easy with a lattice like deformer and narrow down the base)

...did you re-model glass like tom posted (thomas method)? or is this still with 2 piecs of geo water+glass on inside?

and damn the modo scene!!! hell-ya! i had no idea modo could do that!(but som of the refraction is a bit too blurry)

you need to do 1 more render with maxwell.. the same scene for 36 hours with dispertion turned on to see how well V2 does with this! -Luke
User avatar
By Maximus3D
#312594
3DTP: Hehe thanks! if you think that was close to the reference you should see the new one i got cooking right now with Modo, it's even closer! i doublechecked that waterlevel now and it never goes above the handle, it stays in the middle of where the handle meets the glassbody, mine may differ about half a milimeter or less so compared to the real thing but the difference is very small.

The lower part of the glass been a issue for quite some time now, since i started with this project, i been refining it ever since and i still am. But what i think causes that look you see in the photoreference, the coneshaped look of the lower part of the glass is because of the strong lensdistortion the small lens in the cellphonecamera causes when shooting pics closer than 50cm to a subject. This is actually a beerglass, a IKEA beerglass and it's cheap and pretty good! i have several of them but i use them mostly for the milkshakes i make, never really for beer.. :)

I didn't remodel the glass as Tom said by using Thomas method, that didn't work for me so i did it my own way until i got results that matched the photoreference. It was the only way :) it's now the outer shell (the glass) and a inner mesh (the water) where the water overlaps the innersurface of the glass by about 0.1mm.
Hehe Modo can do alot, much more than most people think! it's just a matter of pushing it beyond the normal limits to squeeze out that little extra out of it. :D
I decreased the blurriness a bit now in my upcoming rendering to try to fix that.

Been thinking about redoing it in Maxwell again using 2.0, but i'm not to thrilled about rendering at the maximum res of 800x600 with a watermark so i'm gonna let it be for some time now and finish this in Modo now first of all. :) maybe i'll do it in Maxwell 2.0 again when i been able to upgrade in the future.

Thanks again Luke! :)

/ Max

So, is this a known issue?