02-22-2014, 09:44 AM
11-04-2016, 05:13 PM
Don't want to necro this thread but it looks to be the place where to post this. A nice article about rendering and a solid site to keep an eye on it. Hope you'll enjoy!
10-10-2020, 10:44 PM
Fluid in a Glass - Adaptive Samples by Greg Zaal
Last week I stumbled in this old article about rendering a glass of water and then I discovered I've been doing it wrong.
Usually, we have two approaches: water object very near to the glass and water object intersecting the glass a little. (overlapping faces will create dark artefacts)
For me, the last one used to bring better results.
Then, this guy brought a third option and I had to test.
I create a scene using the same materials for the three methods - except as required for the top of water - and I rendered in POV-Ray.
Which one you think looks better? I have to admit that the guy tip made it look more real (right on image).
OK, the glass doesn't look so good.
I didn't care much about that for the test since I was more interested to check the results of that technique.
To fix that weird appearance we need to triangulate the mesh - credits to sciroccorics who came with this workaround in this post.
Last week I stumbled in this old article about rendering a glass of water and then I discovered I've been doing it wrong.
Usually, we have two approaches: water object very near to the glass and water object intersecting the glass a little. (overlapping faces will create dark artefacts)
For me, the last one used to bring better results.
Then, this guy brought a third option and I had to test.
I create a scene using the same materials for the three methods - except as required for the top of water - and I rendered in POV-Ray.
Which one you think looks better? I have to admit that the guy tip made it look more real (right on image).
OK, the glass doesn't look so good.
I didn't care much about that for the test since I was more interested to check the results of that technique.
To fix that weird appearance we need to triangulate the mesh - credits to sciroccorics who came with this workaround in this post.