All posts related to V2
User avatar
By Aniki
#342286
tom wrote:Aniki, what you do is OK, except I don't think you should worry about the direction of normals. It should render the same look even with the normals facing opposite direction.
Are you sure ? I meant the liquid body, cause if I didnt switch the normals it would have mixed normals, on the glass part and the liquid part, maxwell doesnt care ?
User avatar
By simmsimaging
#342291
Aniki: thanks for posting the pics.

The way you have it is how I did it in the past (more or less) but I thought that way was just a hack to get around the interface problem, I figured there would be a different canonical approach.

The Thomas An derived method is not "wrong" and has worked well in the past for different setups for sure

http://maxwellrender.com/forum/viewtopi ... tersection

/b
User avatar
By Aniki
#342303
well you certainly cannot apply that method for your pouring approach, thats what I meant as wrong way ;)

hope the images helped you !

cheers

Aniki
User avatar
By tom
#342324
Aniki wrote:
tom wrote:Aniki, what you do is OK, except I don't think you should worry about the direction of normals. It should render the same look even with the normals facing opposite direction.
Are you sure ? I meant the liquid body, cause if I didnt switch the normals it would have mixed normals, on the glass part and the liquid part, maxwell doesnt care ?
Yes, it doesn't care where your normals are pointing to. Except emitters. ;)
User avatar
By Bubbaloo
#342332
I think if you are doing "liquid in glass" pouring animations, the render will be incorrect, physically. For now, your choices are:

Coplanar faces = bad
Small gap between the glass and liquid = not good
Small intersection between the glass and liquid = acceptable?

Unless someone can come up with a way to apply the Thomas An. method to many frames of dense irregular meshes, I think it'll be a limitation of Maxwell.
User avatar
By Bubbaloo
#342340
A solution is definitely needed. Maybe a "treat coplanar faces as a single normal", but then you'd still have to boolean the high res meshes for every frame. How about a "show liquid in glass correctly" button. :lol:
User avatar
By simmsimaging
#342341
Bubbaloo wrote:A solution is definitely needed. Maybe a "treat coplanar faces as a single normal", but then you'd still have to boolean the high res meshes for every frame. How about a "show liquid in glass correctly" button. :lol:
I like it. Maybe they could put it right beside the "perfect render" button :)

I really like the method used by Vray (and modo, forgot about that). It's super simple - but even that has drawbacks. It still has oddities and inconsistencies with stuff like GI caustics and photon mapped caustics for interpenetrating objects. I'm sure it's a non-trivial issue, but it sure would be nice to have a working answer for it that didn't require crash-happy boolean operations.

/b
User avatar
By simmsimaging
#342345
Animations are more forgiving than a 6-8K still, but that works pretty well for sure :)

I do think the caustics are affected though: you can see caustics through the glass portion, but they seem to disappear as the liquid fills it. I can definitely see a difference here with water drops that are a hair above a surface and ones that are a hair into it. It's like turning off the lights.

/b
User avatar
By simmsimaging
#342382
Aniki: did you have any problems with faceting in your glass after the boolean cut was done? I'm getting major smoothing problems in mine, just wondering if that's a Max thing or a Maxwell thing...? Hard to fix because Turbosmoothing doesn't work well on the booleaned mesh so not sure how to get around it. The Smooth modifier doesn't seem to help.

Thanks /b
User avatar
By Aniki
#342386
Not really, only on the edges it can result in slight facing problems on single polys. Yet I have two modes of boole and switching between one of those works 99 percent of the time ;)
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