If you model the liquid exactly as large as the inner surface of the glass, the rendering will look weird because of these coincident faces(right glass). Then there's the problem of coincident faces. This effect has to be modeled or your water will not look very realistic. We call this curved top surface the meniscus. This isn't as easy as it sounds.įirst of all, the surface of the water will bend up where it touches the glass because of adhesion forces. To fill a glass with water, you should model the water. Render the scene, it should look more or less like my example: 8. To compensate for the light decrease, turn the environment skylight multiplier to 0.4. We will adjust it by turning off the left light. Our studio setup is a bit 'too much' for this scene. Values of 10 are ok, don't go too high because rendertimes will increase a lot! 7. The difference is huge on the foot of the glass and in the middle part (because in these parts, internal reflections will happen a lot, exceeding the max depth quickly). Increase them both to 10 and render again. Lower numbers will cause faster rendertimes, but go too low and parts or the whole object will turn black. These options control the number of times a ray can reflect/refract before it is removed from further calculations. This option creates internal reflections, an effect that happens in real life too. Notice the dark border on the inside glass surface? To get rid of this, we will turn on the 'reflect on backside' option in the options rollout of the glass material. It is 100% clear, very reflective glass.Īssign to the glass object and render. Make reflection color almost pure white and check fresnel reflections. Pure white means 100% refractive, resulting in the diffuse component having no effect at all anymore. To do that, first set the diffuse color to pure black. We will first make clear high reflective glass. Altough it will not be very visible here, it's a good rule to remember, avoid coincident faces! Moving the glass up by 0.2 mm is already more than enough.Ĭreate a new Vray material. The glass bottom faces lie exactly on the faces of the groundplane, they are in the exact same location. Especially with transparent materials this can cause visible problems. Move it up a little bitĪny renderer will always have problems with overlapping faces. If not, simply resize it :-) (probably your units are set wrong or convert units was still on if the glass imports too big/small) 3. The glass should be sized like in my screenshot. Use the import function to bring it into the scene (turn off 'convert units' in the import options). A lot of it will be repeated here, but this time we will render a real object instead of some weird blob like thing.ĭownload my glass model here (it's zipped!). I already explained a lot about creating glass in the basic materials tutorial. Vray is capable of rendering very realistic glass in a very short amount of time. Glass is a material that everyone tries to render while learning or testing a new renderer. Your scene should have both system and display units set to metric mm. Position them like in my screenshot.Īlso adjust the camera postion like I did, set the lens length to 85mm. The left light has a value of 3, the right one is set to 5. The Vray lights should have the 'store with IR map' option turned ON to start with. frame stamp: delete all except rendertime part. reflection/refraction pure black, 1.0 multiplier skylight pure white color, 0.1 multiplier Secondary bounces: QMC GI and multiplier to 0.8 antialising filter "mitchell-netravali" global switches: turn off default lights Continue with the end result of the studio lighting tutorialĭelete or hide the 3 spheres, we don't need them anymore.