> Quote - > Quote - tried exporting my Nuka Cola bottle to Lux. BB is right, the glass material isn't working for it. You can't see the cola inside the bottle. Oh, well. Probably I was getting way too ambitious.
>
>
>
> That's not normal; Glass is an old material and working; Could it be you have a double IoR, and light gets lost inside your glass? (Sorry, can't see your picture, there is a "maturity" filter blocking people who aren't members.)
>
> Anyway, if your glass and liquid meshes are really perfectly aligned (no spaces), you can indeed try the glass2 material. Prepare to rip out some hair though.
>
> The material syntax would be something like that:
>
> MakeNamedMaterial "MyMaterial" "string
> type" ["glass2"]
> "bool architectural" ["false"]
> "bool dispersion" ["false"]
> # Volume 'TheWorld'
> Texture "Scene:named_volumes:2.tex:value"
> "fresnel" "constant"
> "float value" [1.0]
> MakeNamedVolume "TheWorld" "clear"
> "texture fresnel"
> ["Scene:named_volumes:2.tex:value"]
> "color absorption" [0.0 0.0 0.0]
> # Volume 'MyGlass'
> Texture "Scene:named_volumes:1.tex:value"
> "fresnel" "constant"
> "float value" [1.5]
> MakeNamedVolume "MyGlass" "clear" "texture
> fresnel" ["Scene:named_volumes:1.tex:value"]
> "color absorption" [0.9 0.6 0.2]
>
>
> The problem is you need to declare those volumes also in the mesh, too (in the .lxo file), and so far we haven't tried that, so I can't tell you how it works exactly. It seems to be straightforward, like adding some lines on the material naming of the mesh:
>
> NamedMaterial "MyMaterial"
> Exterior "TheWorld"
> Interior "MyGlass"
>
>
> Don't ask me how to do this for 3 volumes (air-glass, glass-liquid, liquid-air)!...
Hmmm, BB did say it would be a nightmare. I stopped the render. This is what I was getting.
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