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murambi 06-01-2010 04:27 PM

render liquids
 
hi all i want to render juice in a glass bottle i know for clear water i need to assign dielectric materials to the surfaces then crank up ray tracing. so i want to lemonade in a bottle how would i go by doing that (with di-electric material)

murambi 06-01-2010 04:31 PM

1 Attachment(s)
smthing like this

Gen 06-01-2010 10:54 PM

Is is absolutely necessary that you use the dielectric mat?

murambi 07-01-2010 04:21 AM

whats the other option mia_x material? whatevever method that works would help

Gen 07-01-2010 11:19 PM

1 Attachment(s)
Yep, for a static object it's pretty easy, just build it a certain way and slap the mia_mats on them.

ColdWave 08-01-2010 12:19 AM

GecT you are like material god here in SM...

Nice render !

Gen 08-01-2010 04:49 AM

Quote:

Originally posted by ColdWave
GecT you are like material god here in SM...

Nice render !

Lol well no pressure on me then :p Thanks for the compliment.

murambi 08-01-2010 12:27 PM

umhhh
Quote:

Yep, for a static object it's pretty easy, just build it a certain way and slap the mia_mats on them.
dont quite understand your explanation

Gen 08-01-2010 10:11 PM

Quote:

Originally posted by murambi
umhhh
dont quite understand your explanation

What I was saying is that you can insert an edge loop on the inside of the glass (depending on how high you want the glass filled) and extract those inner faces to make the liquid, extrude inwards those border edges to close it up and merge the verts. It avoids the "air gap" effect and makes it look more accurate.

http://i300.photobucket.com/albums/n...id_inGlass.jpg

Check it out


Autodesk Water and liquids - help files

It says three surfaces but I cheaped out and left it at two :x

murambi 10-01-2010 02:50 PM

the thing is i know all about that when i assign a dielectric material and render it appears black so i crank up ray tracing and still it stays like that but when i assign mia_x materials it renders ok so im kinda confused?

NextDesign 10-01-2010 06:26 PM

It's probably the way that it calculated rays. Shouldn't be a problem. If it looks good, it is good :D


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