Very nice glass !
Kind regards
Alain
Very nice glass !
Kind regards
Alain
I changed a bit Title of this thread, because this is plastic, but Glass Shader still.
I tried pure plastic but too much glossy or what . . . I get lost in nodes, they are the same ,but render looks differently for some reason . . . maybe morning . . . I’m looking for documentation so much . . .
http://blender.howto.cz/blender-links/Bottle/test-Bottle-2L.jpg
Other versions, ping-pong of testing:mad:
The only one thing that I was happy is procedural grooves on the top (cup?). It’s a “Wave Texture” (that is like “Wood Texture” in BI) applied with UV coordinates (that is also something I never heard before)
vklidu - this looks very nice. I’m just amazed at what Cycles can do.
How did you make the dark liquid inside the bottle? Did you model it as a separate object of the exact dimensions as the inside of the bottle and then color it. Or did you just color the inside bottle wall with the dark color? Thanks.
those renders make me wanna punch my computer for not being able to handle cycles
Vklidu, great work on those materials!
Thanks for comments
@numerical: yes, I modeled bottle, added Solidify for some thickness to plastic, duplicated model for “liquid”, I applied solidify and erased outside faces, so you get only inside “volume”.
Tip: To erase outside surface just select neck of the liquid erase and with “L” select one vertex/face of outside surface.
Note: And thank you so much for your question, because during writing you answer It reminds me my problem that I was crazy for hours (It’s not visible from render I got result by trick), but don’t forget to switch FACE NORMALS OUTSIDE !!! (exclamation marks are for me not for you )
Hi Vklidu,
i like your threads so much, because they are going so much in depth…
I will contribute my experiences with the glass shader also…
Here is a scheme to get a “perfect” glass:
Note that a higher max bounce is not resulting in longer rendertimes!
Just keep the min bounces low as possible!
Please look in this Higher res :
http://picfront.de/d/8q62
The scene for illu is from:
http://www.3danimationplus.com/tutorials-2/treasures-blender-cycles-and-gimp-tutorial
Vklidu you get these black areas, when black or colored things are round the scene.
But i think,
if there are no black things around the scene, then its more physical correct, if these part are transparent to white…
In outdoor scenes for example…
You are right with product shots; but then i can use your product shot scene…
Vklidu the max bounce sets the internal reflection of transparent materials also, not only the diffuse reflection. These black areas appears when there are not sufficient max bounce samples…
ok, from this side of view you are right I was never touch this Integrator panel (Only for samples set or caustic) I was waiting for some documentation So thank you for your post.
I wish cycles would support also absorption of glass materials…
hi vklidu,
nice tests with glass shader.how do you add the dew drops to the bottle?
@tungee - I wish many things maybe there is a way with some node combination?
@rusted - sorry, where have you seen “dew” drops on my renders? thanks for info
nice glassy glass