Hello
please help
I want to render a bottle of beer. Unfortunately, I have a problem with colored glass material. I’m inspired by this project. If you have an idea how to do such material, please give me advice.
My render
Inspired project:
Hello
please help
I want to render a bottle of beer. Unfortunately, I have a problem with colored glass material. I’m inspired by this project. If you have an idea how to do such material, please give me advice.
My render
Inspired project:
One thing that you should be fully prepared-for is the reality that your reference shot has undoubtedly been post-processed in a “digital darkroom.” And that it’s perfectly fine to do the same thing with yours.
Notice how the color of the lighting varies throughout the shot.
One thing that is dramatically different is the lighting. Your reference is backlit.
Take a look at these tutorials:
Hmm, how exactly did you do the current glass and beer material? The main difference I see is that the beer is cloudy. Is that on purpose or undesired?
Suggestions:
You’re missing the condensation. You need just a few nodes to accomplish this. You might also want to turn the world setting to black if it isn’t already. If you provide the the blend file I could mess around with it a bit and post the changes.
Thanks for all answers.
I will work on light, and post-pro. Yes, beer is cloudy, because I wanted to diffuse the light. It turned out to be not the best idea.
This is my project file.
Okay. Thanks.
Checked it and played with the parameters quite a bit. Some suggestions:
Additional remark:
In the reference image, the rather thin highlight beam caused by refraction is likely not faked. Tested with a real-world bottle. It’s easy to achieve when holding it against a spotlight. Quite confusingly, I couldn’t reproduce it in the scene, though. don’t know. The softglow aura of course is faked.
Oh, I forgot, the beer of course also needs refraction. This solves the problem I mentioned at the end. Stupid me.
Here is what I got with soem tweaks. Far from perfect, but maybe good for further tweaking. I didn’t change the bottle wall thickness, though.
I actually made a video for you on this. Hope it helps.
But I agree with the above about using ONLY volume absorption.
Hi man! can u explain me about volume absorption?? i don’t understand what u mean when u say “do not use any surface shader at all for the beer” and “Don’d use coloring on glass / refraction shaders” i always use a glass bsdf and colored the glass
What actually happens physically on colored glass is that the coloring is caused by absorption inside the glass, and not on the surface. The difference is, that with absorption on the surface, the ray brightness is reduced once when it passes through the surface, while with volume absorption it happens ‘continuously’, meaning the longer the path of the light through the medium, the more absoprtion happens.
Did you maybe look at a pane of clear window glass from the side (straight on, while it is out of the frame, of course)? It looks dark green. This is because that is the coloring of the glass. It just looks clear from the front because the path through it is too short for the absorption to become noticeable.
In any case, if you have an object of varying thickness, the effect becomes more than obvious. Just look at the ears of Suzanne in the previous post. They are almost clear. If one would just color the glass the shader, they would not be, and it would look wrong.
@Taylor_Brown
nodes set up is complicated and no voice to explain it
an you upload a blend sample file with nodes set up
and try to explain the different parts of it so we an better understand it
thanks
happy bl
So, if i wanna make an ambar beer bottle how i make the color of the glass?? (i’m a begginner sorry if i bother u with this hehehe)
You use a fully white glass shader (or whatever you prefer for the glass shader), then add a volume absorption shader to control the absorption of color within the glass as light passes through it. You may need to consider shadows as well.
Thanks a lot mate!!