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By rusteberg
#387908
yeah, the first one looked better. it's easy to geek out on this kind of stuff, but..... well...... at least someone is posting pixels here.....
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By seghier
#387909
the priority is important but this new feature have limitations for example the label is a thin surface
from nested Dielectrics documentation they give example of the right setup :
Image
i just sudy this new feature ; i want know if i set the same priority to two objects : bubbles and drops in this example ( 2 ) ; is this right ?
what is the best setup for drops and thin surface ?
in the first render the drops look better with wrong nested priority ! i don't understand why
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By seghier
#387910
Correction:
nested priority
Glass : 0
Bubbles : 1
Liquid ( Coca ) : 2
Label : 3
Drops : 4 ( because some drops intersect with glass and liquid ;so it must have low priority ) ; the drops created with maxwell scatter

the original bottle need uv mapping to use density map and avoid drops inside glass

Image
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By Mihai
#387920
seghier wrote:the priority is important but this new feature have limitations for example the label is a thin surface
from nested Dielectrics documentation they give example of the right setup :
Which documentation is this?
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By Mihai
#387951
Oh ok....it just sounded like you were referring to the official Maxwell documentation, would have been very strange to see that render there. You're happy with your last render? The priorities seem correct, and the render. You don't mention what settings you used on the first render.

It's pretty easy to figure out which priorities to use: Should drops be booleaned out from the glass, or should the glass be booleaned out from the water drops? In this case, the former is true - you want to "cut" parts of the drops that are inside the glass, so in this case drops need a lower priority, ie glass 0, drops 1.

I don't think the label material needs a priority assigned - it's not transparent.
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By seghier
#387982
Mihai wrote:Oh ok....it just sounded like you were referring to the official Maxwell documentation, would have been very strange to see that render there. You're happy with your last render? The priorities seem correct, and the render. You don't mention what settings you used on the first render.

It's pretty easy to figure out which priorities to use: Should drops be booleaned out from the glass, or should the glass be booleaned out from the water drops? In this case, the former is true - you want to "cut" parts of the drops that are inside the glass, so in this case drops need a lower priority, ie glass 0, drops 1.

I don't think the label material needs a priority assigned - it's not transparent.
sorry i didn't read your post ; i think you modified it ? for the first render i don't remember the settings
if we have thin glass ; liquid and spherical drops scattered by maxwell scatter the drops intersect with glass and water ; for this reason i assigned this priorities : glass 0 ; liquid 1 ; drops 4
for the label when i assigned high priority than the drops because i got black areas ; i don't verified or tried that again and to avoid any problem i give it high priority
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By seghier
#387983
two things need verification and confirmation
nested dielectrics priority and mxs reference
i did quick test with two spheres : colored glass and water
glass : 1 ; water : 0 or 2 than i convert water sphere to mxs reference
nested worked fine but ahen i remove water from the list of material didn't work
for the scene of : Coca ; i import the two bottles with liquid ; drops as mxs reference and import also the materials assigned with the same nested priority; this need confirmation
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the second thing when i use two glass materials with different colors and the same ND = 1.5 ; nested priority don't work ; it must change one of them to 1.51 for example
can maxwell developpers clarify that ?
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By Mihai
#387993
Can you show a simple example of that please? Your tests are rather complicated, it's difficult to see clearly what you are referring to.
if we have thin glass
What do you mean by "thin" glass? Your bottle geometry should still have the proper thickness, or it won't render correctly (this doesn't have to do with nested dielectrics or not). If it does have the proper thickness, I don't see how bubbles on it's surface can touch the liquid inside of the bottle.
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By seghier
#388001
Mihai wrote:Can you show a simple example of that please? Your tests are rather complicated, it's difficult to see clearly what you are referring to.
if we have thin glass
What do you mean by "thin" glass? Your bottle geometry should still have the proper thickness, or it won't render correctly (this doesn't have to do with nested dielectrics or not). If it does have the proper thickness, I don't see how bubbles on it's surface can touch the liquid inside of the bottle.
i will prepare simple scene to show what happened
some glasses are thin ; what i mean if i don't modeled drops and used a sphere object in studio the scattered spheres will intersect with glass and liquid at the first time
also if we modeled them we can not control that because drops don't curved on irregullar surface we need give them a thikness and it's possible that they intesect with liquid in some areas
because we don't know where we must give drops the lowest priority.
the thin thikness is one of the limitations mentionned in nested dielectrics document
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