Author Topic: Not quite finished stuff... ;)  (Read 23295 times)

2012-11-26, 10:47:36
Reply #15

pionier

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right, I think that making glass with liquid inside without having sss shader is a bit to hard, at least for me :P
here is the last test from it and I move on to something different :)



thanks,
peter
Peter Kolus, Senior 3D artist:
www.peterkolus.com

2012-11-26, 12:45:45
Reply #16

Ludvik Koutny

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right, I think that making glass with liquid inside without having sss shader is a bit to hard, at least for me :P
here is the last test from it and I move on to something different :)



thanks,
peter

Refraction falloff + low refraction glossiness ;)

2012-11-26, 14:49:43
Reply #17

Samurai Pizza Cat

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How come the glass is colored green in some areas ? I have the same issue with colored glass material.

2012-11-26, 16:40:04
Reply #18

pionier

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Refraction falloff + low refraction glossiness ;)

I try this way:


kind of like this one :P
Peter Kolus, Senior 3D artist:
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2012-11-26, 16:43:25
Reply #19

pionier

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How come the glass is colored green in some areas ? I have the same issue with colored glass material.

that's what happened when you are not sure what to do ;)
Peter Kolus, Senior 3D artist:
www.peterkolus.com

2012-11-26, 16:59:16
Reply #20

Samurai Pizza Cat

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The new one looks good so far, few ice cubes and it looks delicious ! :)
 
Any suggestion on how to solve the colored glass issue ?

2012-11-26, 17:08:16
Reply #21

Ondra

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Do you have exit color set to black? if so, what other components do you have on the orange-tinted material? If there is some reflection, make it orange too
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2012-11-26, 17:19:34
Reply #22

pionier

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The new one looks good so far, few ice cubes and it looks delicious ! :)
 
Any suggestion on how to solve the colored glass issue ?

thanks!

as for the question, I think that happened when you pick up wrong color for refraction?

btw, have a question as well: is corona more like maxwell renderer (I mean physically accurate) or like vray?
Peter Kolus, Senior 3D artist:
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2012-11-26, 17:22:59
Reply #23

pionier

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Do you have exit color set to black? if so, what other components do you have on the orange-tinted material? If there is some reflection, make it orange too

so when you are try to make colored liquid you should tint refraction, reflection and absorbtion colors?
and what if you want get juice, should I also use translucency?
Peter Kolus, Senior 3D artist:
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2012-11-26, 17:34:14
Reply #24

Samurai Pizza Cat

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http://2.imimg.com/data2/QP/TU/MY-/gh-250x250.jpg

I´m trying to get this type of material, but changing the refaction color always results in a blueish tone (when using orange as color). Using orange as reflection color results in orange reflections as suspected.

Maybe a bug...




2012-11-26, 17:34:50
Reply #25

Ondra

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btw, have a question as well: is corona more like maxwell renderer (I mean physically accurate) or like vray?
Corona tries to get the best of both worlds. In terms of accuracy, it is definitely closer to the maxwell quality (see http://forum.corona-renderer.com/index.php/topic,255.0.html ;))

so when you are try to make colored liquid you should tint refraction, reflection and absorbtion colors?
and what if you want get juice, should I also use translucency?
Do whatever looks good ;). Since there is no participating media/SSS, you will be faking the material anyways ;)
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2012-11-26, 17:39:42
Reply #26

Ondra

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http://2.imimg.com/data2/QP/TU/MY-/gh-250x250.jpg

I´m trying to get this type of material, but changing the refaction color always results in a blueish tone (when using orange as color). Using orange as reflection color results in orange reflections as suspected.

Maybe a bug...

This is an energy conservation issue. Refraction gets what remains after reflection. If your reflection is pure red, you cannot then have any red in refraction, hence you get the complementary color.

I can think of 3 ways to do this:
1) what is currently implemented (strongly colored 1 component results in complementary color in the other
2) darkening of all color channels equally (then you would get no complementary color, but gray/dark).
3) breaking energy conservation (fake)

I dont know what is best. Vray lets you choose IMHO between 1 and 2

Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2012-11-26, 17:42:24
Reply #27

pionier

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http://2.imimg.com/data2/QP/TU/MY-/gh-250x250.jpg

I´m trying to get this type of material, but changing the refaction color always results in a blueish tone (when using orange as color). Using orange as reflection color results in orange reflections as suspected.

Maybe a bug...

did you try with absorbtion color and distance or/and darken your refraction color?

btw, have a question as well: is corona more like maxwell renderer (I mean physically accurate) or like vray?
Corona tries to get the best of both worlds. In terms of accuracy, it is definitely closer to the maxwell quality (see http://forum.corona-renderer.com/index.php/topic,255.0.html ;))

so when you are try to make colored liquid you should tint refraction, reflection and absorbtion colors?
and what if you want get juice, should I also use translucency?
Do whatever looks good ;). Since there is no participating media/SSS, you will be faking the material anyways ;)

thanks for your answer,
I'm asking because I'm wonder if you can do staff like this guy here, watch youtube movie from: http://www.digitalartform.com/archives/2009/04/parabolic_ellip.html
having possibility to make it as in real world is realllly cool!

do you like my latest render? would be nice to get nice result and give you nice render for your gallery so any c&c are more that welcome :)
« Last Edit: 2012-11-26, 17:45:16 by pionier »
Peter Kolus, Senior 3D artist:
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2012-11-26, 19:41:35
Reply #28

michaltimko

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Do u have diffuse set to 0, when using refraction ?
« Last Edit: 2012-11-26, 19:43:53 by michaltimko »
Coronaut!(c)2011

Supporting Corona in commercial projects since pre-alpha

2012-11-26, 22:11:43
Reply #29

maru

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This is an energy conservation issue. Refraction gets what remains after reflection. If your reflection is pure red, you cannot then have any red in refraction, hence you get the complementary color.

I can think of 3 ways to do this:
1) what is currently implemented (strongly colored 1 component results in complementary color in the other
2) darkening of all color channels equally (then you would get no complementary color, but gray/dark).
3) breaking energy conservation (fake)

I dont know what is best. Vray lets you choose IMHO between 1 and 2
Why doesn't this happen in real life?