3D World

(Sean Pound) #1
ARTIST Q&A
your CG problems solved

ASSign cOrrEct iOr tO yOur MAtEriAlS


This is an example of what different IOR values can do, even though all the spheres share the same material, colour and


transparency distance (left to right): 1.001, 1.334, 2, 3, 5. If you are unsure what values to apply to your model, simply look


up the IOR charts online.


ExpErt tip


01


MOdEl thE glASS
Here we have a basic two-part model of a glass and a liquid
inside. We have to break it down into three shells in order to assign
correct materials. My shaky-hand outlines point out the areas we
need to create: a glass, water touching the glass, and water-air
surface. It is important that even though we will end up with three
separate tools, there must be no gap between them.

02


SEpArAtE pArtS
For this process, I used Live Boolean to make sure my water
part fits perfectly in the glass. Notice that the inside of the glass
does not have any faces where the water will be. Double surface
is not cost-effective and would not render well. I used polygroups
created with boolean to delete unwanted surfaces. The same
process can be used to separate the water-air surface.

03


indEx Of rEfrActiOn
Import the model in KeyShot, and drop the Solid Glass
material onto the glass model. Assign the Liquid Water material to
the water/glass part, and up transparency to 5. Open the Advanced
section and set the Refractive Index Outside to 1.5. Apply the same
material to the water-air surface, but leave the RI Outside at 1.

04


lighting SEttingS
This quick render has an HDRI environment set for reflections
only. In the Lighting tab, set the Shadow Quality to 3 and turn Self
Shadows on. Up the Ray Bounces to somewhere between 10-20,
turn on Ground Illumination and activate Caustics (optional). Play
with the settings to see what works in your scene.

StEp by StEp reNDer reAliSTiC liqUiD

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