All posts related to V3
User avatar
By Gokhan
#380354
Hello friends,
I have a project about Lemonade Juice,
I want to create Lemonade Juice with Maxwell Render but I can't..
if possible can you help me please?
What is the parameter for Lemonade Juice?
Also, I've studied the material in orange juice, I changed some parameters.
but did not reach the results I want.

Thank you for taking the time to help.

Image
User avatar
By Gokhan
#380372
Half Life wrote:Try this to start from... basically just hazy sugar-water.

Best,
Jason.

Thank you very much for your help Dear Jason.
I will try and share results here.
See you again.
User avatar
By Nasok
#380479
Gokhan, I would model a little bubble with inverted normals and scatter it inside the juice with some variations of course, so it could be a little carbonated drink .. :) sometimes lemons give you a little bubbles inside .. :) otherwise if you're up to do just a water with lemon, make it less milky :) or put a light source behind :)

P.S. - sometimes we put mint leaves in to that kind of drink - it could visually help to set the taste :)

Cheers,
Tim.
User avatar
By Gokhan
#380487
Thanks for help Nasok

here is first test result,
I was only use HDRI for lightning also I want to ask for learn;

01 - Which is the best lightning method for SSS materials?
02 - Which of the following is the correct intersect method for liquid and bottle ?

Image

here is my lemonade test result;
Image
By hatts
#380488
Hi Gokhan. For Maxwell, this is the generally agreed-upon approach to liquid inside glass:

Image

Basically you make a solid glass and then embed a liquid volume inside it. You leave a tiny gap between the top of the liquid and the glass "ceiling" above it (see image).
User avatar
By Nasok
#380504
Well, the approach above (by Hatts) is not the easiest one, but it will give you physically correct refraction and that liquid's top "celling" thickness. Just remember that because of surface tension of the liquid objects you should have a little bit rounded corners.

Renders look good, I Love materials, but you have incorrect refractions. It is obvious on the right bottle :) But still looks great.

For SSS it is logical to light it from behind so you could see the light penetrating the object towards camera and you'll get you 'SS' colour variation based on thickness of the object :)

Cheers,
Tim.
User avatar
By eric nixon
#380545
This on the simball..
Image
Turns out like this in gentle light, (bottle material uses roughness 0)
Image
lemonade material has roughness 2 (I think this is optimal for speed) and assymetry is set to -.45
sss scattering colour is a mid grey, with a tiny hint of blue but thats not essential.
User avatar
By Gokhan
#380547
eric nixon wrote:This on the simball..

Turns out like this in gentle light, (bottle material uses roughness 0)

lemonade material has roughness 2 (I think this is optimal for speed) and assymetry is set to -.45
sss scattering colour is a mid grey, with a tiny hint of blue but thats not essential.
Looks great,I will try this parameters,
My guess incorrectly in my scene light setup...
Thank you very much for help.
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