glass inside the liquid looks better with lower IOR, glass outside of the liquid looks better with higher IOR. How can I have the ior or material switch based on this?
Usually in scenes like this you should use nested dielectrics, but since they are not yet implemented in Blender another option could be the ray depth output of the light path node.
Hmm… interesting… i’m curious shouldn’t/doesn’t do the IOR of the liquid change the “appearence” of the glas in and out of the liquid ??
…or should the liquid model have holes where the glass cubes are (so… no “simple” cylinder ) ???
Maybe in the shader try to use a “light paths” node and switch IOR by Ray Depth using a math node “greater than”.
Yes - this can be done (see my thread below) - however it does have limitations.
2 Likes