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View Full Version : realistic wine surface... if possible with dielectric



Soth
01-22-2010, 03:43 PM
Hi,
I love dielectric but is like node for poor/stupid people node... is there any way to lower reflectivity?

I am texturing wine pouring in the bottle and so far wine looks like Coke and blood mix, not very attractive...

http://soth3d.com/tmp/RenderTestNet.jpg

So I am hoping to get for some help here. :devil:

OnlineRender
01-22-2010, 03:55 PM
I learnt a cheap trick , I can't use nodes , although I know how , but there is surface preset kicking about on the titernet , its done by someone on here . Its the HoneyGlass tutorial "you may have seen it ,outdated now but still has functionalty " and if you copy the surface settings and tweak them , it pretty much looks like a fluid .

sorry thats the cheating method , someone here will smoke this post in 3.........2.......1

edit your realflow looks wicked

Soth
01-22-2010, 05:20 PM
...and caustics, lw caustics is f*cked up... and HD Caustics and ogo hikari does not work wit x64 bit or at all... so no decent caustics in LW renderer?

EDIT: Can I simulate caustics effect with nodes? Help!

toby
01-22-2010, 09:52 PM
The advantage of dialectric is that it takes thickness of the glass into account for the color. Normal 'color filter' does not, the color will be the same value/saturation from a wine glass to a 1mile mountain of glass. You can probably fix that with with the surface thickness gradient, but what a pain.

But then, dialectric doesn't let you add diffuse/dirt/labels, and as noted you can't adjust the reflection!?

Anyway, you can get that looking like wine but it's tricky. Start with just less than 100% saturation and value in the color (as I recall there's some drastic change going from 99 to 100%), then adjust the adsorption until you get the density that you want, then go back and darken the color, repeat and so on.

Caustics usually work for me, you may need to max out the rays (10,000) for final quality. But with dialectric you might not get the caustics you want at the same time you get the absorption you want - if so it's time to make a second object with a standard glass shader and make it unseen by camera, make a dedicated caustics light, etc. so you can adjust the color&intensity separately.

my dialectric settings for this were : hue 0 sat 249 val 188, and absorption 10.

Soth
01-23-2010, 02:00 AM
...thank you, I will play with the settings today.

Soth
01-23-2010, 10:37 AM
Thank you so much, I will stop here, maybe will polish a bit next week, now I am eager to see the animation, should be finished Monday afternoon.

http://soth3d.com/tmp/AlmostFinal.jpg

Shiny_Mike
01-23-2010, 11:16 AM
Well, it's already looking good, so this is a bit late, but I've managed to tweak dielectric a little via the TrueArt Split Material node. http://www.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins/TrueArt%20Node%20Library
In my case I was altering the refractive shader, might also work with refl shader. Seems like the node only works on 32-bit Lightwave though.

toby
01-23-2010, 02:20 PM
Thank you so much, I will stop here, maybe will polish a bit next week, now I am eager to see the animation, should be finished Monday afternoon.

http://soth3d.com/tmp/AlmostFinal.jpg................

Soth
01-24-2010, 06:33 AM
cheers!

looks like that could be the solution for me:

http://www.db-w.com/content/view/137/175/

http://www.db-w.com/images/stories/dbwtools/MaterialBlenderNode.png

Derrick_SA
01-24-2010, 12:26 PM
Looking very cool, did you do the liquid geometry in lightwave or realflow?

Can't wait to see the animation!

thanks,
Derrick

Nangleator
01-25-2010, 08:35 AM
The advantage of dialectric is that it takes thickness of the glass into account for the color.
I've had some good luck with old-school glass/water definition and color based on surface thickness.

And it's fast.