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By Maximus3D
#310527
Hi!

My first wip using 2.0, you all seen this already in the tests thread for 2.0 renders but i decided it was about time i moved all my testimages to a separate thread instead so i would not derail the other thread too much.

3DTP: I been looking closely to see what line you're talking about and i can't see one there, it could be because i stared myself blind at these images :) but there should be no intersecting meshes at all since i have a tiny space between the inner glass surface and the liquid mesh surface. The space between those two meshes is so tiny it's something like 0.01mm only.
The wire of the kitchen, yea i thought that would help control the bounced light and also the direction of the light more since i could not get good enough control over the hdr rotation in Modo. Rotation there seemed to have no effect :( so i built my whole kitchen instead of lowpoly boxes and it worked remarkably well!
Personally i think the straw looks pretty accurate the way it's refracted, i tried to tweak that by checking the temperature of the water in the glass that still stands in my kitchen and approximating a ior value from my iorlist to match the watertemperature. All this in an effort to get a correct refraction as possible.

michel: Good suggestion, i completly forgot about that. Thanks for the tip! glass has now changed to a slightly greentoned lowgrade glass. Exampleimages will be posted soon..

/ Max
User avatar
By tom
#310539
Maximus3D wrote:since i have a tiny space between the inner glass surface and the liquid mesh surface. The space between those two meshes is so tiny it's something like 0.01mm only.
That's the problem actually. The liquid should be "in" the glass". Please check this:
Image
User avatar
By Maximus3D
#310583
michel: Thanks, and here they come! :)

Tom: I see, ok although i think it's weird the liquid should intersect the glass itself i will do as you say.

Here's what i been rendering during the night.. referencephotos are always on the left side.

Liquidmesh with a -0.01 separation between the liquid and the inner surface of the glass (no overlap). Highgrade glass version
Image

Liquidmesh with a -0.01 separation between the liquid and the inner surface of the glass (no overlap). Lowgrade glass version with a greenish tint
Image

Liquidmesh with a +0.01 overlap of the inner surface of the glass. Lowgrade glass with a greenish tint
Image

What also changed are..
- Glass is now thicker, much more like the real thing
- Glass shape has been altered to better match the real glass
- Liquidmesh has been completly redone
- Straw has been remodeled
- Dark metalfloor has changed but still needs more work
- Cameraangle has been slightly adjusted to better match the photo
- Trademark text and stuff added to the bottom of the glass just like the real glass has

/ Max
User avatar
By tom
#310587
Maximus3D wrote:I see, ok although i think it's weird the liquid should intersect the glass itself i will do as you say.
It's an irreversible fact figured some years ago. Live with it or keep rendering numerous incorrect glass scenarios :P Btw, it's not an intersection, it should completely occupy. ;)
#310588
tom wrote:
Maximus3D wrote:I see, ok although i think it's weird the liquid should intersect the glass itself i will do as you say.
It's an irreversible fact figured some years ago. Live with it or keep rendering numerous incorrect glass scenarios :P Btw, it's not an intersection, it should completely occupy. ;)
If you don't do it that way you are modelling air between glass and water, right?
User avatar
By Maximus3D
#310627
Tom: Yes i'm aware of that too, i might be stupid but not that stupid. Thanks. Maybe i prefer to render incorrect images, they are much more fun to do.

Hervé: Hehe yes, i noticed that too. It's an old straw Hervé, and i guess it can't keep itself up :D stripes.. that's a bit of a problem, i can't see how to do that in Modo using the plugin. :(

Michel: Thicker.. damn ok i remodel it once again, this will be the third time heh. The soft bending will be taken care of.

Here's a new version, changes in this are..
- Glass material adjusted a bit, greenish tone slightly toned down.
- Straw rotation angle in glass fixed
- Straw 'head' shortened and bend reduced
- Floor material adjusted a bit again
- Handle tightened some to better match the reference

Image

What's left to do is..
- Fix the straw!
- Reshape the glass body and liquid some more
- Move the entire glass and camera back a little bit
- Try to improve the lighting if possible

/ Max
Last edited by Maximus3D on Mon Oct 05, 2009 4:57 pm, edited 1 time in total.
User avatar
By tom
#310629
Maximus3D wrote:Tom: Yes i'm aware of that too, i might be stupid but not that stupid. Thanks.
Oops. No offense, I'm just trying to help.
Maximus3D wrote:Maybe i prefer to render incorrect images, they are much more fun to do.
Really? I just thought you're trying to match the reference photo, no? Please correct me.
User avatar
By Maximus3D
#310730
Tom: No problem, thanks for all your help. Without it i doubt i could have done this much.

Teabag: Thanks, it was alot more difficult than i first thought to do this :( i feel i'm gonna get beaten by the cheap camera in my cellphone.

kami: Hehe that's easier said than done :D really it is!

Here's my latest and probably my last version as i don't know how much further i can push this. I'm running out of skills here hehe
Changes in this version are..
- Straw been reshaped again, 3rd time now
- Orange stripes added to straw
- Glass and liquidmeshes both been reshaped a little
- The whole scene been repositioned
- The text at the bottom of the glass been fixed, there was a meshbug there causing a render error
- HDR has been colortone changed a bit to give it a more blueish tone to emulate colder light coming from the window
- Some minor tweaks to some materials

Image

Rendertime for this was 10 hours 35 minutes and 41 seconds.
SL: 20,52

/ Max

So, is this a known issue?