Glass cup

Just a little cup i made the other night. Poly modelled… all Quads :slight_smile:
Its going to be part of a coffee scene, just working on the coffee material now.

Can any one tell me whats up with the noisy refractions on the cups..most noticable on the right one, very very noisy
Seems to happen to all my glass.

All quads 8) please show me how. :slight_smile:

About the refractions, It looks correct to me and the noise IMO is not noise but internal reflections/refractions. If you don’t like them you should decrease your reflections. how many do you have?

awesome modelling - wires please :wink:
i can see what you mean about the glass noise, but i quite like it.
looks pretty realistic to me!

all it needs now is the embossed manufacturers logo on the bottom :wink:

Well here is a wireframe which should show how i managed it with all quads.

Would be happy to make a tut if anyone is interested. Quite easy really.

Reflection and refraction depth are at 10, i will try later with them lower. Last time i tried it seems to loose alot of the realism…mmm we will see :slight_smile:

s0real:
coming in an update soon!! :slight_smile:

tute please mate :smile:

I second that (please)!

Nice modeling!

--Jon

great stuff…would love to see some nice caustics… 8)

Thanks guys.

Will do a tut …and a caustics render tomorrow. Going interstate today :slight_smile:

What is your sample number on your glass? 8? If so, I’d juice it up a little…

do you mean reflect/refract subs? or QMC min samples?
And what do you think that increasing them will improve?

probably under refract - just wondering if boosting them will clear up some of that noise… I tend to think it’s not the actual model causing it.

ahhh thats what i though…yeah i tried all those things. reflect/refract subs up to 30 (no difference) tried depth up to 150 (no difference) depth down at say 2 or 3 had no noise, well very little, but the reflections didnt look realy enough cause no enough bounces.

I tried playing with QMC…no difference, just longer render tiems. I fudge a kinda of work around by using a greenish exit color and having fairly low refraction depth…but still not how i think it should be.

Now I think I see what you mean with the noise. Isn’t that due to AA settings or filters. Try to render this with cook variable and AA adaptive QMC 1/4 to see if it is still there.

see also http://www.chaoticdimension.com/forums/phpBB2/viewtopic.php?t=10884

cool, will do that soon…sorting out caustics ATM.

Ok,

A caustics render with cook variable AA :slight_smile: two birds…one render. haha
Ok, there must be something wrong with my caustics they dont look sharp. Give me your opinion.
ALso the CV AA looks alot better, but render time seems way up. But the noisyness is less noticable now.

Caustics settings:
Multi: 1
Search Distance: 50.0mm
Max Photons: 1000
Max Density: 0.0
The caustics emitting light is a direct light. with inverse square falloff ending just after all the glasses. Multi of 1, and diffuse and specular are unticked…so its purely for casting caustics. Its has has 4000 caustic subdivs… (should be enough for almost anything IMO )

Render Time: 1h 14m 14s

Render Time: 51m 18s Just to see if the caustics were crappy with only one glass.

looks good to me dude.
nice to see some caustics that aren’t over exadurated.
the glass looks a lot better compared to your first render.

Thanks mate.

But i would prefer much sharper caustics… but there must be something wrong with me cause i cant do it…hahaha. i shot 8000 yes…8000… caustic photons from the light into that scene and made very little difference.

So i took out all 3 cups and put one torus not , and still rough and not sharp.
See in this tut they are really nice and sharp!
http://www.chaoticdimension.com/forums/phpBB2/viewtopic.php?t=2651&highlight=caustics

Ideally thats what i want..any ideas?

up the subdivisions more in the light properties?

in the tutorial it says that the more photons you use, the softer the caustic effect - so that could be your problem…

Well, not exactly, the tut says max photons value determines the sharpness. In Daforce case, I think subdiv. are O.K., but max. photons should be lowered.