Glas reflection turns black?

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Old 08 August 2013   #16


By solid I mean with no hollowness at all. just like a basic primitive cube, sphere, etc.
Note the reflection in the image I posted. The same phenomenon as your render. Remember that your render is in a studio environment.

As for LWF, I'm rushing to work now so don't have time to explain. Just do a search.
 
Old 08 August 2013   #17
Looking at the scene now and theres several things i can see wrong with it.

The liquid has had a shell modifier applied to it (instead of being solid).
And the liquid's bottom centre vertices werent welded properly.

Doing some more testing there seem to be more things wrong with the chrome/metal parts...

To be honnest the whole thing seems to be modeled quite weird.
If i were to work with this scene, i'd remodel it.
 
Old 08 August 2013   #18
Originally Posted by CHRiTTeR:
To be honnest the whole thing seems to be modeled quite weird.
If i were to work with this scene, i'd remodel it.


Having looked at the scene myself I have to agree with Chritter here. I ended up remodeling some of your geometry to give me a more accurate idea of what I was seeing whilst render-testing.
Precise modeling is very important when rendering so much reflection/refraction interaction on geometry that is practically on top of eachother without intersecting or giving weird co-planar results. The push modifier is your friend here as it allows for precise control.

Also, it might be an idea to add some direct lighting into the scene. As it is you only have GI lighting driven by a poor quality .hdr map.
 
Old 08 August 2013   #19
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