View Full Version : patron bottle help

08-24-2012, 05:24 PM
i'm having a hell of a time getting this right. i can't seem to get the tequila to look correct through the glass. can anyone take a look and help me out a little? i've attached what i have so far. you're also welcome to the model. i bought one off of turbosquid and it wasn't very good. i did use the ribon. had to remodel the bottle and use proper labels i got from the client (patron spirits). thanks

this is what i'm shooting for:


08-24-2012, 08:02 PM
Several things to consider:
index of refraction of the bottle
Index of refraction of the tequila
transparency of the tequila
translucency of the tequila
and color if any.

08-24-2012, 09:00 PM
you're killing me larry. :)

i've got the bottle at 1.1 and the tequila at 1.6. i just don't know if that's right.

those bottles are hand blown (probably molded now) and have an irregular bump and refraction to them. i've use the same procedural for both channels. i've tweaked and tweaked and just can't seem to get it right.

08-24-2012, 10:00 PM
Glass is about 1.6 and ethanol is about 1.3 (check on wikipedia)
You also need somthing to reflect and refract in the scene.
Do you have raytracing on etc etc?

08-24-2012, 10:58 PM
yes to all of that. i included the scene there if you'd like to look at it.

not sure if you remember me, we've met. i was the guy with the maori pendant at a conference in primm nv.

08-24-2012, 11:06 PM
Yep, I do remember. That was a blast :)
Ill take a peak at the scenefile as soon as I can. :)

Heres a quick rework. I turned off radiosity so you may want to turn it back on.

08-24-2012, 11:11 PM
I would get rid of the texture you have in your index of refraction channel. I never saw anything like that before. The texture in the bump channel should be enough. Turn off double sided for your objects. And flip the normals on your liquid object so that they are facing out. Also make the liquid a lot more transparent.

08-24-2012, 11:25 PM
yeah, that was a fun weekend.

i'll try your suggestions, lertola. the IR channel was there because i kind of thought the refraction would change based on the thickness and curvature of the bottle itself, and i based it off of the bump channel.

i'm at home now on my slow machine, the 12 core at work does test renders so much faster. :P

08-25-2012, 05:34 PM
I thought when you were dealing with liquid in a transparent vessel you had to freeze your mesh?

Here's a render with the glass removed where the fluid and the glass meets also the mesh is frozen.



Waves of light
08-26-2012, 04:46 AM
I thought when you were dealing with liquid in a transparent vessel you had to freeze your mesh?

Did know that one, may want to stick that on the tips and tricks page.

08-26-2012, 04:52 AM
XswampyX: never heard about that freezing part :(. I find that a bit strange though. Is there a thread about this somewhere?

08-26-2012, 05:29 AM
IOR - Index of Refraction values (http://www.pixelandpoly.com/ior.html)

http://www.pixelandpoly.com/graphics/ior-image-001.jpg (http://www.pixelandpoly.com/ior.html)

08-26-2012, 07:21 AM
This is what happens if you don't freeze your mesh and just use subpatch/cc.


As you have removed the top of the mesh to make the water, you don't have any geometry there to keep the smoothing the same. This renders out really bad!


Larger displacement for inside of the bottle, and a small amount of bump map for the glass.

08-26-2012, 11:28 AM
XswampyX: ok, but you can solve this with a little stretch of the liquid. No need to freeze I think.

08-26-2012, 02:49 PM
XswampyX: ok, but you can solve this with a little stretch of the liquid. No need to freeze I think.

Not that I'm aware of, and I've tried. :D