Hi guys, thank you for your replies… I managed to get the label transparent so im happy with that.
Im not sure if i did this the right way though…this is what I did:
- selected the part of the glas that I knew that needed to be transparent > applied normal glass material
- selected the part of the glas that would contain the label > applied the label material (node setup as suggested by JA12) > UV unwrapped it and scaled it so surroundings where transparent…
This gave me the result i needed…although im not sure if its the same way as JA12 suggested… cause In his screenshot i diddnt see 2 materials used… and I did use 2 materials… So what did I do different from him?
As follow up to your elaborate answer… I have a few questions that i have posted after your comments:
If you want the label appear different from the backside, say i.e. diffuse or dark translucent (making it lit up slightly on the backside, as typical paper) using a dark multiplier on the texture and the geometry/backfacing node, you should apply the solidify and move the inside version of the label UV is located outside. So basically, only the ouside of the glass wall should have a label. - I wont be needed to show the backside of the label…but its good to know for future projects… Altough… your nodesetup will also allow me to manipulate the way the label looks from the front, right?
For the foot, you may want to use a mirror Z modifier for a “free” reflection, and remove the actual floor.
Crank up the transparent, glossy and transmission bounces to really high. - Im not sure how to do this… Do I select the bottom foot of the glass (which is its onw object.) and then applie the ‘mirror’ modifier and set the axis to Z? cause nothing happens when I do that…
And so for lighting and ‘background’…you just used the front and back emmission plates that I made?
If you need shadows, you can turn off reflective caustics and manipulate shading using transparent shader and isshadowray.
The foam absolutely required refractive caustics, at least I don’t know a way of faking that. - ok so ill leave that on for the foam
For product shots, consider a longer lens. - I was afraid this would be the case… a 35mm might have to much distortion… What would you recommend… 100mm?
If you need other textures applied (such as stains, fog, fingerprints etc), simply unwrap to a new channel that won’t interfere with the “put outside UV range” technique JA12 describes above. - I want to add some condensation and drops… so i will try this method
I’m assuming you already know the IOR setups and proper interfaces are wrong. I didn’t tweak those, as I always end up in serious trouble trying - this looks far better than I could ever achieve - the IOR of the glass itself is 1.415 right? I know that the beer might not be 1.000 (as it is now…)…but If I change that up… the liquid starts become transparent on the sides of the glass…which make the walls of the glass look really thick… and I didnt want that… its the lighting strips that cause that effect… so maybe if I change that lighting i can set the beer IOR to a normal setting. And im not sure what you mean with ‘proper interfaces’
thank again so much…im learing a lot from you guys