An Hour-glass

Just an hour-glass on a table. The mist is done by shaded particles, but they don’t count for ray tracer, and so are not visible through the glass. Any ideas how to change it? Also some sand inside would help, but I’m not sure if dupli-verting some 4-vertex ball thousand times will make it… Thanks for your help.

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hmm, can you try and change the IOR (index of refraction) of the glass? right now it seems to be set to 1, while glass should have an IOR of 1.5 or so.

Well, huh, actually it is set to 1.5, and it seems to work pretty well, but there is nothing behind the glass and nothing to refract then ;(

Any ideas about making sand or improving the fog? I tried making sand with dupliverting 4-vertex “ball”, and it was everything but success, but I might have done something wrong.

Attached more pics to clarify things maybe… (I added this thing… it was meant to stand for a modern desktop lamp…)

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try puting some sand in it then there would be somthing to refract. dont no if the particals sistem would do this

Nope, it wouldn’t. You’d be better off making a mesh.

Well, there are some problems with mesh. First of all, how a mesh-sand will fall from the upper to the lower part of the hour-glass? Second, with mesh-sand I won’t get those little seeds spread here and there around the main cone. And third - modeling each sand seed separately in mesh would make it millions of millions vertices and that I don’t want.

But well, here it is - a quick attempt of making mesh-sand. A mesh with color and normal values textured by sand photo. Attached four renders and the texture itself. I’m not satisfied with this, but have no idea how to improve it.

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You should change the shader to oren-nayar and use a higher rough value, maybe.

Anyway, I don’t think you can do the effect you’re looking for right now, as blender doesn’t have volumetric shading or a physical sim(for anything but water, that is). These are all pretty high-end features. A couple of them may be forthcoming soon, but nothing is definite.

That is at least some information… I thought that dropping some particles and setting proper deflection parameters would make the effect - even by-hand animation (follow curve maybe?), if the latter doesn’t work, is not impossible. But besides this I found that dupliverting small balls doesn’t make it look good, what surprises me because it is like recreating the real nature of sand - my assumption was I don’t need to make the balls really detailed (textured and well-modeled) and just their number will make the effect (like creating hair or grass with strands). Were I wrong?

For now it seems that the hour-glass is going to stay empty, at least for some time…

Anyway, I heard no word about the model itself - well, it is not very complicated or something, but I’d like to know if you like it or not… And what with the mist? Is there any way to enable it for ray-tracing?