chris1972 opened this issue on Nov 24, 2012 · 19 posts
chris1972 posted Sat, 24 November 2012 at 10:36 AM
Im using just transparency set to .8 and a refraction node attached to the refraction channel. Color is coming from refraction color.
LaurieA posted Sat, 24 November 2012 at 10:40 AM
But a clear bottle will show color behind it and refract it around in the glass. I'm not sure what ya trying to do ;).
Laurie
basicwiz posted Sat, 24 November 2012 at 10:45 AM
It actually looks pretty realistic to me!
chris1972 posted Sat, 24 November 2012 at 10:46 AM
See how rich the color in the bottle in front is. It has the same shader as the one behind. A bottle in real life would not be affected this much by the color of a wall behind it. Im sure it would be affected some but not this much. When I put the bottle close to the blue wall it just sucks the color out of it! (so to speak) click on the picture to see a close up!
basicwiz posted Sat, 24 November 2012 at 10:49 AM
This sounds like a bagginsbill question. He was around earlier today. Perhaps he'll pop back in.
Anthanasius posted Sat, 24 November 2012 at 11:14 AM
Dont use refract and transparency together, it's useless.
Blend refletc and refract, use more bounce for your renders.
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LaurieA posted Sat, 24 November 2012 at 11:44 AM
Oh, I get ya now ;).
My guess is that the trans is showing too much of what's behind. You don't need trans if you have the refract node on. However, you may need to lighten the color of the refract to get what ya want.
Laurie
Miss Nancy posted Sat, 24 November 2012 at 1:47 PM
you're saying the whiskey bottle with the arrow has the identical shaders to the two whiskey bottles in front? then it would be an issue of some concern. for thin glass, use trans, for thick glass use refract. bill has posted the technique for those able to search his posts. for IDL scenes, the reflect node should be attached to the reflect chan for speedier prelim renders IMVHO.
chris1972 posted Sat, 24 November 2012 at 2:05 PM
click on the pic to enlarge it, on the right side under the arrow there are 2 bottles with the same shape (it says Swing Superior on the label) they both have the very same shaders.
toward the middle of the pic there is a "Jack Daniels" bottle under the other arrow near the blue background and another "Jack Daniels" bottle to the right and in the forground, they each have the same shaders.
bagginsbill posted Sat, 24 November 2012 at 3:06 PM
Just got back from holiday - will pop in tomorrow to investigate.
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chris1972 posted Sat, 24 November 2012 at 3:56 PM
Adding reflection to the liquid was the major part of the fix. I have reflection on the glass shader, so I didnt think you would want reflection on the liquid also, but it seems to work.
You can see the 3 bottles on the left have pretty consistant color from front to back
grichter posted Sat, 24 November 2012 at 6:03 PM
Ahh some Jack...Just flew to China on Business and United had a documentary available on Jack Daniels. Nobody at Jack Daniels can explain why it is called No. 7. Lynchburg where that make Jack is in a dry county.
The ones on the left looks just like the bottles in the Documentry. Good job on figuring it out. :thumbupboth:
Problem is you made me thristy. :lol:
Gary
"Those who lose themselves in a passion lose less than those who lose their passion"
bagginsbill posted Sat, 24 November 2012 at 6:44 PM
Quote - Adding reflection to the liquid was the major part of the fix.
No it wasn't. You did change that, but it wasn't the only change, nor the most important change. The most important was that you went from the nonsense Refraction_Value=2, down to the much more logical, although still impossible, Refraction_Value=1.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Anthanasius posted Sat, 24 November 2012 at 8:37 PM
Miss Nancy posted Sun, 25 November 2012 at 8:25 PM
Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3973695&ebot_calc_page#message_3973695
anthan, see att lnk for thin glass, e.g. bottles. the shader you used is for solid refractive objects, and it may produce very dark contact shadows.Anthanasius posted Mon, 26 November 2012 at 3:39 AM
No dark shadows with good lightning ... The thin glass shader is made for windows or specs, not for liquid ;)
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Zanzo posted Mon, 03 December 2012 at 5:40 PM
Quote - This is a bar scene Im working on for my New Orleans French Quarter project. Notice the booze bottles with the arrows, they are washed out with very little color compared to the bottle in front. The liquid in the bottle is picking up the blue from the background and causing it to wash out. I tried to resolve this but sofar have been unsuccesful.
Im using just transparency set to .8 and a refraction node attached to the refraction channel. Color is coming from refraction color.
How long does it take you to render this scene?
chris1972 posted Mon, 03 December 2012 at 6:10 PM
"How long does it take you to render this scene?"
Miss Nancy posted Mon, 03 December 2012 at 9:53 PM
my guess would be < 1 hr.