lighting problem

Hi,
This morning I made my first 3D object which was a wine glass. It was all working out great until i rendered it. Some parts looked fine but some were all back. I tried moving the light source (a plain) making it stronger etc. but nothing worked. (There are also a couple other things which are wrong) What am i doing wrong? Any help would be appreciated. Thanks


p.s. how do i save the picture once its rendered? I use a mac. Thanks

Some parts looked fine but some were all back. I tried moving the light source (a plain) making it stronger etc. but nothing worked.
You have Integrator settings at default valies, “Max Bounces”=8 and “Min Bounces”=3. You definitely need to raise both to let ray shoot through glass object, try Min=Max=12 or even more for cool tiny gradients in small glass area where light intrrreflect inside object a lot.

how do i save the picture once its rendered?
You have 2 options to get picture on monitor:
-hit F12 (or use menu “Render image”) fo final production render. It will save image in place that can be set in property “Output”.

-use very cool Cycles live preview feature, change your viewport “Method to display/shade objects in 3d window”, that tiny selector with small sphere under vuewport tool panel to “Rendered”. Image will not saved, use screenshot or other methods to save it, but it not designed for that, i suggest use F12 “Final render” to save image.

After you render an image in the viewport press F3 to create an image.

Thanks for the suggestions but it still does not work i turned max bounce up to 20 and min to 20 but even that did not fix it. What else can i try? Thanks

While working on Mac it is also very comfortable to use numerical keys to swithc viewports, on my Macbook I had to switch it from numpad to normal number keys, because there is no numpad on mackbook pro 13 inch.

How did you model bottom part of the glass, surface on which it stands on? Is it ideal flat?
That could be reflection of the World what you see as a black spot.
Just a guess…

Share your glass material nodes, you definitely not use default, because i see gray reflection but background is pure black. Use only Glass BSDF, do not change dissusion/transparent/specular Integrator values from default 128.