12:17:00 PM
Glass With V-ray Tutorial
design
This is my first tutorial, so it is simple, but I guess it will help on some people :). I will make a special glass using Max and for the renderer V-ray. Most of the people do glass by using lathe, my version is a little different. So here are the steps:
Create a line in front viewport that will be the profile of the glass:
Draw a circle in top view
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Select the circle, go to the Modifiers list and select Bevel Profile, and on Pick Profile, select the first shape:
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Convert this to an editable Poly select the top and delete
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Go to Modifiers Panel and select Shell (is available only for Max 6 as I know), and adjust the thickness of the object how you like
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Now to make the special for of the glass we need to cut a little of the top, using booleans. We will use a box like so:
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And go to Compound Objects and use Booleans
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The problem is that now we have some artifacts - the face there is not ok. Deleting the face or the edge has now worked.
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So we will insert a vertex or two on that line and use Target weld to the opposite vertexes to correct this.
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Same proble here:
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Now all is ok. Select the edges and chamfer them twice, just a little. If you wish to make the bottom of the glass thicker just select the bottom of the glass and drag it down.
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I have modified the shape of the glass by using the Taper tool from the Modifiers list.
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First choose V-ray renderer. Not fancy rendering settings, just in the V-ray: Image Sampler(Antialising), turn of the Adaptive subdivision. For the glass materials use this settings:
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and for the liquid this
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For the lighting I have used an Omni light, V-ray shadows cheked and on V-ray shadows parameters check Transparent shadows and area shadow. Use a plane for the scene and assign a white color to this.
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It looks fine, but not really :). The glass need something to reflect. To do this use a HDRI map. You can find some HDRI images at this address http://athens.ict.usc.edu/Probes/
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and assign this to V-ray Environment
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and the result
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And with caustics the scene will look like this:
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