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Natty: Yep, just for fun, to make a workaholic like me survive those silent X-mas days. Caustics are included, but from a VRay light they are not really prominent. Well, I guess there are enough highlights and reflections.
Bratwurst and Neo: HDRI environment and three rectangular VRay lights.
Erik: I started working on this picture before I saw Finding Nemo, but the announcements of Finding Nemo might have caused some unconscious inspiration.
By the way, tried the Winberg glass method (removing the liquid surface where it meets the glass), but that doesn't work when there's something placed in the liquid, like in the above image. It causes the elements in the liquid to become way too distorted by the refraction. So to create a true-life situation I recommend using the method where the liquid almost meets the glass (no intersection of glass and liquid).
Thanks Spirit. Yep, I have been doubting about the bubbles for quite a while, but to make the bubbles really correct they would have to be booleaned out of the water mesh (because it is air inside the water), which would rather complicate the structure of the water geometry (which is now a simple lathed spline). I deliberately chose to leave it this way. The bubbles would be a nice touch, but aren't essential.
Regrading Bubbles: You could either invert faces or apply a material with a refractive index smaller than 1.0. The same could be done for the water method.
Metin: I think you could still just model the glass with normal walls and use just a plane for the Water surface without having to really fill the glass with a full 3d representation of the fluid with a little gap. The only thing is that you have to apply a different Material to the inside faces of the glass that are under water to give the impression of a glass filled with water. It´s all due to refractive indeces. Light penetrates the glass and is refracted at the layer where glass meets water (sepparated by a quasi infinitely small gap). To give the impression of proper ray bending you could fake the water medium (a medium of lower optical density thatn glass) by using an IOR on the inside faces which lie under water, which should compensate for the missing water refraction This means IORinnerfaces= IORglass - IORwater. This should bend the rays back and won´t result in your objects being totally distorted like seen through a magnifying glass or a solid glass object.
And it will render faster too (less layers of faces to calculate refractions through, and easier to antialias for Vray too.
Good point. Now that you say that I guess they shouldn´t be double sided. But I think an IOR smaller than 1.0 makes more sense than inverting faces. Inverting faces makes sense when the bubbles and the main object they are in are the same piece of geometry and you don´t want to apply a sepperate Material for these bubble faces. This would be good for simulating air bubbles in water (or whatever media, since IOR of air = 1.0) If it´s a sepperate object (like a particle system, in case you want to animate the bubbles) I´d go for a Material with a different IOR option. Also, if you want to simulate different media (like oil in water) you´d also want to go for the latter option, since then you have three media: air, water and oil
Stefan
Hmm, if all this is correct a glass object in a vacuum should reflect/refract differently than the same object in air. Can someone confirm this?
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