hey guys
can you post a pic with the artifacts your getting, are they black?
–> I can post a picture later, but yeah the artifacts are mostly black
just imagine you got a cylinder and a sphere which is half in the cylinder.
then both materials got some kind of glass / water material (reflection / refraction etc)
Im talking about this kind of artifacts - it is absolutely clear why these artifacts appear.
The drops should not penetrate the glass object.
The fact that i render that shot in min 8000K will make these artifacts visible buddy.
What render are you using?
–> 3dsmax 2010 Mental Ray - Arch / Design Material
does your bottle have thickness?
–> of course the bottle / glass got thickness
Do you have enough trace depth for the glass material?
–> absolutely - as i mentioned before - it is the problem that the drops (blobmesh)
are penetrating the glass / bottle Object
Are you rendering pwrapper / blob mesh at a higher rendering setting?
–> Yes very high setting
I hope you get what i mean mate…
@ jigu
Thats not so easy - First when i apply the push modifier to the glass object
which is also the emitter will get me nowhere -
The Push modifier is at first the simplest way but not working good, because it ifluences
the whole mesh and not a specific area.
Imagine you got a glass window and one big water drop running on that along.
When you look at it from the side ( profile ) then the outer side of the drop
got some sphere look (convex) and the other side of the drop (glass - water drop side)
is almost flat sticking at the glass.
That is what i need… I know its not easy…