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Autodesk 3ds Max: Visualize a glass with a liquid

Hi all! There is still no time to write something fresh, so I lay out one of my old work-translators. In it, we will consider the process of visualization of a glass filled with liquid, configure global lighting and caustics, and also talk about underwater stones of this kind of visualization.

Small lyrical digression

Frames are present in the lesson again. And I apologize for them again, and I remind you that this is not done for PR and advertising. Simply, the lesson is pulled out of the bins of the dying site, and there are no originals of the pictures for a long time.

Introduction

From the point of view of modeling, it is very difficult to provide two objects with boundary geometry. While for static scenes this can be achieved, even with great difficulty, but in the multiplier it becomes very problematic.
From the point of view of visualization, if these two surfaces are accurately fitted to each other, the visualizer cannot accurately distinguish them and this can lead to visualization errors.
Folding these two questions, it is obvious that we must either separate the surfaces or simulate the contact of the surfaces separately. Based on this, we have the next three options:

fluid and surface do not come in contact, and between them there is a gap. This approach is simple and does not require any special support from the visualizer, but the result does not look realistic. This gap between the two surfaces makes the liquid similar to a solid object.

The liquid is applied to the vessel. This approach potentially makes much more realistic results, but requires special support from the visualizer, because the visualizer must monitor which surfaces intersected in the way of the beam and calculate the refractive index. Without this support, this method cannot be used. Fortunately, the V-ray supports this opportunity and this makes it possible to use this method.

The third approach is to simulate the contact of surfaces separately. This method is the most difficult – especially in the animation. This approach introduces the third object in the scene with a separate material that complicates everything. In addition, this method does not work very well with such things as smoke in a glass vessel-in this case, the V-ray cannot make the transition between glass/liquid material and the surface material of the interface and cannot correctly calculate the refraction.

Below we will consider only the first two methods. The third method is most difficult and it is not recommended to use it with V-ray

Primary visualization

1.1. Open the original Kaboom Slots casino review scene that is here.

1.2. Install V-Ray as a current visualizer.

1.3. In order to make test renders of the scene with faster open the scroll “Image sampler“And in the drop -down list we choose the value”Fixed“.

Also, turn on “GI“And a little mood to get a faster result.

1.4. In a scroll “Indirect Illumination“Turn on”GI“And install”Light Cache“As”Primary and Secondary Gi Engines“.

1.5. Turn off Refractive Gi. We will add photons map later, when we visualize the final image.

1.6. In a scroll “Light Cache“, set the meaning”SAMPLE SIZE“Equal”0.04‘to get a less noisy result.

1.7. Switch filtering mode to mode “Fixed“and set the value” Filter Size ‘equal ‘0.08‘.

1.8. Turn off the option “Store Direct Light“Because we will calculate the directed lighting separately.

1.9. Set the value of “Subdivs“Equal”500‘.

1.10. Also, if desired, you can turn on the stamp in the scroll „System Rollout“.

1.11. Let’s make a test render.

Visualization of fluid

Now that we have a vessel, it is logical that it is necessary to add liquid to it.

2.1. Let’s make an object called “Liquid Inside“. If you look at him from the sightFront“, Then you can notice that there is a small interval between it and the walls of the vessel, so you should not change this.

Although the distance between the vessel and the liquid is very small, visualization does not look realistic-it looks like a firm object lies in our glass. To fix this, we will force the liquid a little over the vessel.

2.3. Hide the object „Liquid Inside“And make an object“Liquid Overlapped“. In the window of the type „Front“It is clearly visible that the liquid is applied to the walls of the vessel.

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