View Full Version : Glassbottles

04-06-2005, 02:51 PM
This is my first scene using F-Prime 1.5. with a HDRI.

M.C. radiosity (1 bounce).
Light quality:200 + alpha.

AA Classic high
Ad.sampling off.

Hdrifilter: Fp. Blur size 9.
Rendertime: 40 min.

Thank you Worley!

Was just reading this:
Newtek has begun work on extending its plugin interface (SDK). FPrime uses the new LightWave 8.2 "hooks" to better integrate with Layout. One effect of these new hooks supports subpatch "Subdivide Last" mode. :)

Captain Obvious
04-07-2005, 05:52 AM
It would look a lto better if you turned on some refraction for that glass. ;)

04-07-2005, 09:22 AM
Captain, the refraction Index is set to 1.33.
Maybe it was to low...and I see now that I have the Diffuse set to 5% only.
No wonder it`s dark in there...:D

04-07-2005, 10:50 AM
Turn on refraction in the rendering options,too.

04-07-2005, 11:08 AM
a little thickness and a brighter backdrop would help to sell these...

my 2 cents

Thomas M.
04-07-2005, 11:27 AM
In this image there's no refraction going on at all. Better check the rendering panel. BTW, why are you posting your antialising settings from the camera menu? You're doing an fprime render, aren't you?

04-07-2005, 02:15 PM
Oh yes...that`s thrue Thomas. I forgott that F-Prime and the AA-settings in the camera menu are not connected at all.
And I did turn on refraction in the rendering options menu.

Still...F-Prime is my favorite plug-in :D

04-08-2005, 06:15 AM
Did you use the poly-flip refraction trick? Also, you need something more for these to reflect. You should try lighting with an HDRI image, I am partial to St. Peter's Basilica. (http://www.debevec.org/Probes/)

04-08-2005, 10:08 AM
Thanks for the link Matt...good probe to use.
I got a few of these: http://www.hdri-studio.com/samplers.html

Poly-flip refraction trick :eek: never heard off it.

04-10-2005, 09:15 AM
In order to get refraction to work, you copy your geometry then flip the copy. Set the refraction index to that of air (1). Basically, you need to model the air. Wherever air would touch (and wherever you want refration), you need to have "air" polys. Oh yeah, set the transparency to 100%, you don't want to actually see the polys.

04-10-2005, 08:14 PM
Yes...now i remember!
Looks much better now.

Thanks Matt :)

Captain Obvious
04-10-2005, 08:20 PM
Much better! Is that also rendered in Fprime? How long did it take?

04-10-2005, 08:52 PM
Yes...I used F-Prime. I think it took about 1-1.5 hrs. I went to sleep while the sceen was rendering, so I`m not sure how many minuts it took. Without F-Prime, to render this sceen would have taken 5 days to render I think.

The quality is set to 8 and lightquality is set to 30 :rolleyes:
MC radiosity with 2 bounces.

For the glass and floor, I used P-Shelf.

04-10-2005, 09:09 PM
What's P-Shelf? Did you model the floor or is it a clever texture? Very nice work!

04-10-2005, 09:48 PM
Thanks Matt !

The floor is just 1 flat poly.
P-Shelf is very handy... I have the glass, floor and metal-collection :)

Have a looka P-Shelf here:

04-11-2005, 03:47 AM
Wow ! that looks much better now ! Congratulations ;)

Do you mind giving us details on how you did the floor?


04-11-2005, 10:03 AM
Thanks Weetos!

For the floor I used this:

A great collection which one can play around with and learn a lot from !
Hopefully F-Prime soon will render caustics also :)

It took a few hours to find a nice "look" which I was happy with...the right glass, the right floor and a nice hdri. There is quite many combinations I can do now and it was not so easy to choose from them all.

I also tried to get some Color harmonies-
colorcombinations that is pleasing to the mind.
Not so many colors in there but they go together nicely I think.

Thanks again everyone for nice tips `n tricks and inspiration :)