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>> No.803993 [View]
File: 121 KB, 720x1080, glass1.jpg [View same] [iqdb] [saucenao] [google]
803993

The amount of threads you can make is now limited to the amount of oc you made
The wip and question threads, along with the generals are the only reason to visit this place, everything else is just shit-flinging

>> No.772355 [View]
File: 121 KB, 720x1080, glass1.jpg [View same] [iqdb] [saucenao] [google]
772355

>>772323
You can just use the principled shader and pull the transmission all the way up. The distortion should only be wrong if the bottle doesn't actually has a wall thickness or if the the IOR is wrong (~1.49 for glass)
Make sure to to turn the transmission bounces (and total amount) in the light path settings up - if the ray doesn't make it out of the glass that spot will remain dark.
It's also common to switch from the principled/glass shader to a transparent shader if the transmission depth is high enough (>4) using the light path node. This helps with performance and requires less bounces if you have a lot of glass in the scene

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