All posts relating to Maxwell Render 1.x
User avatar
By Mihai
#24111
Maybe we should agree to use this pic for testing?

Image

Because here we see also how the bottom of the glass refracts.

tonfarben, I don't think you would need 4 meshes (double sides). I think the ray that is already traveling inside glass, when it hits the water and you set the water's IOR to glassIOR/waterIOR, then it will behave correctly. That is the ray already traveling inside the glass will bend correctly when it hits the water surface (with the normals pointing outwards, normal mesh).

I'm not sure but I think you get strange reflections with the 4 meshes in your setup, because all he reflections from the sides come from the glass, once for the outside wall, and second from the inside wall since it's normals are also pointing in the same direction as the outside wall.
Last edited by Mihai on Wed May 11, 2005 6:37 pm, edited 1 time in total.
User avatar
By tom
#24112
nice and i understand your setup tonfarben but the contact contour of the surface seems so flat to me...
and this is just usefull for stills...
By DELETED
#24116
DELETED
By DELETED
#24120
DELETED
User avatar
By tom
#24123
ja! :lol:
ok 8etty i also drop playing with glass..hehe
User avatar
By Aldaryn
#24129
I think messing around with split meshes is not the best way to go...

Maxwell wants to be physically correct, so it should render scenes that are also physically accurate. But heck, tehre are no true particle volumes in CG, you can't represent the real world situation with perfecly volumeless, 2D polgons.
You can either have faces at the exact same location, penetrating each other, or having a gap in between. Theese are all bad, and physically wrong. None of them represents the real world. Yo just cant do it with polygons...

But messing with split meshes, well, its another fake thing...

I thing the render engine should solve this problem, not the user. Am currently rendering some glasses with fluids inside, and its a pain to mess with split meshes, even, when its a still...

A.
User avatar
By Mihai
#24152
This whole problem at it's base is that with polygons, you can't really model a polygon right on top of another.

But this should practically be decided in the renderer. We should have a setting that says: when the gap between two polys is this small, consider them to be one on top of the other, with no "air" between them.

This way we don't have to have three different materials because the IOR will be calculated correctly, we won't have to cut away the glass, we will have correct reflections, refractions and caustics.
By DELETED
#24153
DELETED
User avatar
By Aldaryn
#24155
Yes, this issue should be dealt with by the engine. :) A face distance threshold setting vould be great to have. :) Someone should post it to the wishlist board. :oops:
By DELETED
#24156
DELETED
User avatar
By tom
#24165
i know ansys as a fea mesher and it says "contact"
whatever it is, but required indeed! :D
User avatar
By Sheik
#24186
Mihai wrote:
This whole problem at its base is that with polygons, you can't really model a polygon right on top of another.
But this should practically be decided in the renderer. We should have a setting that says: when the gap between two polys is this small, consider them to be one on top of the other, with no "air" between them.
As you say, this can be handled in the render engine. I think it would make more sense to have coplanar faces, and have the engine understand what two dielectic faces on top of each other means. Making the geometry would be easy using Booleans, without the need for offsetting. And you would not have to worry if you are inside the threshold, or what to do if you really want to make a small gap. Having coplanar faces seems more correct and intuitive to me, even if we have learned it is not a good thing in other engines.

After having given this a few days of thought I feel the safest solution to a physically correct solution would be to use closed meshes for the different dielectics, normal out naturally, and then to treat coplanar faces as the point where you exit m1 and enter m2, no need for extra faces or splitting the mesh with different IOR you have calculated.

I doubt Tonfarbens approach is correct, because the dielectic material faces seem two sided, and they will be seen by the renderer. And I think this is way too complicated to model and calculate. We want an intuitive solution right? But the rendered glass looks realistic…

Mihais approach where he cut away the glass could be close, but the light entering from the top (air, enter wine, exit wine into the unknown, exit glass, back to air) is where this approach may fail. You will have places where light exits from a back face without knowing what the next material is also a dielectic, and would probably assume it is air…

I made a small test to demonstrate test how Maxwell will react to coplanar faces. Not well now I am sorry to say. You can se triangles of the mesh where the water meets the pool (pool sides are also of water). This is clearly confusing Maxwell, so this is not the way NL is thinking of doing it now.
Image
I then tested what a small gap (of air) between the two layers of water will do. As I expected the right side of the pool becomes reflective, and you can not see the water inside the pool at small angles (should have had a background to make it clearer). Gaps between dielectics mean trouble.
Image
I can not find a solution to underwater pictures. The dielectic doest work if the camera is inside. I remember reading somewhere there would be a water material type(?). That will probably solve this issue.

As said before this is really something NextLimit could clear up, as it is very difficult to test what is actually correct. Victor announced last Friday the whole team went out for beers. I wonder if they are back yet. I can just picture a group of programmers having their tenth physically correct beers, staring into their glasses tying to figure out how this should be modelled, and how the world would look like looking out from inside the beer :shock: .

Sheik
User avatar
By Mihai
#24192
Coplanar is if fine for stills, but for animations AND stills I think simply (or perhaps not so simply...) having a ray distance tolerance would be most practical.
User avatar
By Sheik
#24201
I don’t get the point. Why would coplanar faces be a problem in animations, or still (if Maxwell understands what to do with the situation)?
I think both options should be available, so all uses could chose the approach they find more intuitive. This could also apply to the modelling approach; both Mihai’s cutting the glass, and coplanar faces could be alternatives. They don’t exclude each other. Wouldn’t that be a fair solution?
Sheik
  • 1
  • 2
  • 3
  • 4
  • 5
  • 8
Sketchup 2025 Released

Thank you Fernando!!!!!!!!!!!!!!!!!!!!!!!!!!! hwol[…]

I've noticed that "export all" creates l[…]

hmmm can you elaborate a bit about the the use of […]

render engines and Maxwell

Funny, I think, that when I check CG sites they ar[…]