Glass of orange juice with HDR lighting
can you share juice material parameters (Absorption, scattering, anisotropic, etc thiings)? I keep trying to get realistic milk and juice in my volumetric patch, and my result far from what i expect, going to make similar as your picture and compare.
Hi storm_st
I have .txt file with scattering scale tabulateddata as in bottom
wavelength: nm data: scattering (1/m)
379 1211.94029851
380 1211.94029851
400 1144.02985075
450 950.74626865
500 794.02985075
550 642.53731343
600 532.83582090
650 449.25373135
700 386.56716418
720 376.11940299
721 376.11940299
And in materials file i used:
Texture "Orange Juice Scattering" "color" "tabulateddata"
"string filename" [".................../Scene/00001/LuxRender - Scattering - Orange Juice.txt"]
MakeNamedVolume "Orange Juice" "homogeneous"
"float fresnel" [1.332829952239990]
"color g" [0.82393103 0.823034485 0.826620691]
"color sigma_a" [8.52750270 29.88255002 114.62594729]
"texture sigma_s" ["Orange Juice Scattering"]
MakeNamedMaterial "Orange Juice"
"bool architectural" ["false"]
"bool dispersion" ["false"]
"string type" ["glass2"]
BTW, there is something weird going on with this material in LuxRender.
When you edit the scattering asymmetry g closer to 0 0 0, then material changes color to greenish / bluish.
I guess the tabulation file is blue, but appears yellow in my case.
Thanks a lot, I converted that data, but result far from what i expect, absorption looks good but particles scartttering color in my case very dim, i think the problem is not in volume handling but in refraction, and inner scattered light get wrong Fresnel weight as light go in opposite direction in bidir, need fix that before next try to get juice.