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PostPosted: Wed Dec 17, 2008 5:20 pm 
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yeah that could be it.

thanks Herve


-dan


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PostPosted: Wed Dec 17, 2008 5:27 pm 
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can anyone quickly tell me how in 3ds max to merge the glass, a copy of the juice and the glass over the juice into one object with surfaces (i.e. inside bottom of the glass).


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PostPosted: Wed Dec 17, 2008 7:39 pm 
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here is my latest test
the glass is now solid and the oj is inside the glass its self.
there is still something odd
sl 11, mat glass, sss OJ
Image
thanks


dan


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PostPosted: Wed Dec 17, 2008 9:28 pm 
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Try adding a small emmiter closely above the glass and hide it from the camera this should improve the OJ :)

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PostPosted: Thu Dec 18, 2008 10:45 am 
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SL 22 - still far to much noise (and there is a rim geometry problem/smoothing problem aswell)

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PostPosted: Thu Dec 18, 2008 4:15 pm 
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so is there any way to render oj without it being a spill?


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PostPosted: Thu Dec 18, 2008 5:36 pm 
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Fernando Tella wrote:
If the liquid has more roughness than glass will it show correctly with option A?


This is a good point and as we can see in KurtS 's rendering, the thin glass surface on the top above the liquid make OJ too reflective. May be it's time to think about another way to render liquid inside transparent glass. :wink:

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PostPosted: Thu Dec 18, 2008 11:50 pm 
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I think the best way would be adding a parameter or property to objects' faces to specify with which other they are "joined" (no air in between). All faces sharing the same "proximity parameter" would be considered in touch.

This would allow working with meshes coming from fluid simulators much easier.

Anyway, problems may come when animating the fluid...

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PostPosted: Fri Dec 19, 2008 4:05 am 
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Fernando Tella wrote:
I think the best way would be adding a parameter or property to objects' faces to specify with which other they are "joined" (no air in between). All faces sharing the same "proximity parameter" would be considered in touch.



you mean something like an editor where to define two objects(or materials) that "merge" their (nd)properties, in case they get below a certain distance to each other?

i think theoretically a system like this could work for animations as well...

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PostPosted: Fri Dec 19, 2008 3:19 pm 
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Yep, maybe something like material ID in multi-subobject materials but called "proximity ID" with a distance threshold parameter. Every object sharing the same ID would be processed to check distances and define parts in touch. Who knows... :P

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