Parkie opened this issue on Nov 16, 2004 ยท 9 posts
Parkie posted Tue, 16 November 2004 at 2:28 AM
Hoofdcommissaris posted Tue, 16 November 2004 at 2:49 AM
I think the 'hole' in which the waxine candles are set, should be attached to the lower part of the thickness of the table top (huh? I must read that again). i.e. the outside of the glass cilinder should not go to the top of the top. And maybe you should try of another refraction value is needed. But I think it is a matter of adding an extra cross-section and take the real-world construction in consideration. I might very well be wrong, but it is the most logical explanation (not the most logical way of trying to explain it probably ;-)
Parkie posted Tue, 16 November 2004 at 3:03 AM
Now that is worth a try. I only saw the candle holder for a quick glance in passing and thought that it looked interesting. I did a quick sketch on my palm but missed out details. While I initally thought the top was below the candles, I'll try it the way you have suggested and see. Thanks for the quick reply . Cheers
sailor_ed posted Tue, 16 November 2004 at 12:29 PM
If I understand the problem you might try making the candle just a little smaller than the hole.
falconperigot posted Tue, 16 November 2004 at 5:18 PM
mdesmarais posted Tue, 16 November 2004 at 7:59 PM
A fresnel shader might help a little too- maybe some sort of environment around it (hdri, etc) so there is something to reflect. Markd
Parkie posted Wed, 17 November 2004 at 12:25 AM
Thanks Mark I will try that. Your picture (top) is what I was expecting to see when I first rendered it. Markd, I have not purchased the fresnel shader plugin yet but thanks I'll have to have a play with that one day. Cheers Neil
mdesmarais posted Wed, 17 November 2004 at 6:46 AM
Shader ops Fake Fresnel would do it too. . . Really the same effect as Mark is talking about- just that the shader is aware of the angle of the surface being rendered. The environment comment stands either way- giving highly reflective materials something to reflect makes them much more realistic. Good Luck! Markd
Parkie posted Thu, 18 November 2004 at 2:33 AM
Thanks Markd, I've printed this thread to PDF so I can refer to it while I play. Cheers Neil