Hello Everyone!
Here is an issue I have been dealing with a long time now, still I cannot figure out what is going on.
I am trying to render two beer bottles using a realistic glass shader.
The first image (capture01.jpg) is rendered using an Arnold standard surface shader with the parameters described in the official Arnold webpage related to glass and liquids. Here is a link
The second image (capture02.jpg) is rendered using the default thin glass Physical material.
Note that in both cases the liquid is the same, however, it looks right in the first image. On the other hand, the glass in the second image looks more natural, although it obscures the liquid inside.
Do you have any ideas on how to tackle this? Is there any good tutorial concerning glass parameters for Arnold? Or should I amend the Physical material?
Any ideas are welcome!
Cheers!
A.
Hello @Lee Griggs,
Thank you very much for the answer and sorry for the belated reply (I was out of office). I did try this option as well, however, the result is once again kinda weird (have a look at the attached image: capture.jpg).
It more or less looks like water than glass. Do you have any suggestions on how to fix the noise and make it look smooth?
Cheers,
A.
Do you have a simplified scene that you can share?
I assigned a glass standard surface shader to it. It looks like it is the geometry.
It seems to get worse when increasing the number of subdivision iterations: