Pret-a-3D opened this issue on May 14, 2012 · 8453 posts
mbin posted Mon, 13 August 2012 at 5:43 AM
Quote - Every advantage has its disadvantages.
So using a solid modeler like Autodesk Inventor to make DAZ props comes with this one:
On the boundary between the glass and the wine the surface meshes are occupying the same space, and LUX tries to render them both. Clearly not what I wanted to happen.
I already knew I should remove the glass mesh where glass meets wine, but I didn't, just to see what would happen. And now I know for sure I should.
But what would be an efficient and practical way to do that?
I cannot prevent those surfaces to be formed, they come with the conversion from solid to mesh, so I need to remove them afterwards.
Especially inside a closed shape like that decanter I wouldn't know how to selectively remove the unwanted vertices in a simple way. I'll see what I can do using the masking possibilities in Zbrush, that's really the only way I can think of right now.
Any suggestions anyone?
Thanks in advance : )
Cheers!
Nice work Erik, DominiqueBe posted in the old reality forum, and as you say you need to get rid of the vertices... In Dominique's diagram though, it looks like the glass was modeled first, then flip the inside lower normals, then added a single layer mesh to create the top surface of the wine. I know nothing about modelling, but would it be any easier to model the glass, select the inside mesh vertices to flip the normals, and then add the top surface afterwards, rather than modelling the liquid as a solid? I know Dominique played with this a lot, so it may be worth dropping a note...?
(took me ages to figure out have to insert an image from the old daz reality thread! - I new it was 'archive' somewhere in the address! - hopefully Dominique is happy for me to add ther link!)