this comp is realy great:) im struggeling whith my hdri:) posting soon:) but i must say im pretty happy so far:)
c ya
this comp is realy great:) im struggeling whith my hdri:) posting soon:) but i must say im pretty happy so far:)
c ya
Here is a quick test I did.
Using a directional light and an HDR, 3 materials, one for the window, one for the bottles and one for the rest of the set. The bottle material is using fresnel and absorption. Setup time was about 5 minutes, rendertime about an hour with DOF, GI, and 13 reflections/13 refractions.
modo 201
I’ll play with it some more and see where else I can push this scene. Thanks for the geometry to test with.
Thanks for the comments herbertagudera. The shaders are just some procedurals I threw together in Cinema4d except for the pink one which is one someone posted in one of the cinema forums. To be honest I don’t remember who it was.
16 minute render, got rid of the directional light, changed which HDR I’m using, and varied the color/absorption of the bottles…

Elvis75K,
Seriously, caustics take near forever (barring a few tricks that I need to adopt) for just a few “sparkles” in the render. They look really cool, but at a seriously expensive cost. I like what you are doing by faking the cautics. I definitely like where you’re going with this. mental Ray kicks ass (if that’s what you are using), but it seems slower with some things, especially motion blur…
Kev
i like this more and the one shader solution is also a good test (the green bottles)…
The absorbtion is very nice.
hi all im finaly gona upload som WIP´s:) hope u like em, trying to get that sea feeling! of an quite old house near the harbour…
this is a verry compressed pic and with added noise in “ps”
Ok here’s an update. I want to increase my transparency in all bottles and try out hdr lighting cause I’ve used a skylight and a MR omni and it takes half an hour to render with gi 500 and fg 100 (max’s mental ray). I put a blue color as environment. C&C always welcome
lots of good images here. Here is my attempt so far:

It’s really eary and spent only about 10 or so minutes on it. But was trying to get a certain look before I went on to materials…that’ll be a challenge for sure!
Hopefully I’ll be able to finish this one unlike the four scripts challenge. It’s rendered with mental ray (gonna use it for the glass) with one raytraced light and the rest shadowmap.
-Angel
Hamburger, I tried to comp a sharper background image… not a whole lot of high res pics of kilimanjaro but let me know what you think 
http://img56.imageshack.us/img56/9316/glassesnewback3fw.jpg
EDIT: and here is one with the glassworks shader from Nitisara
http://img376.imageshack.us/img376/8159/bottlewithglassworks6hq.png
FORUM LINK FOR LW Glassworks Shader
http://www.newtek.com/forums/showthread.php?t=50596
Still very much a WIP. I don’t know what’s causing the black squares, but it might be a bug of some sort. I’ll see if I can get rid of them. No textures yet, and the glass shading is fairly primitive (I can’t get absorbation to work properly in Kray). I’ll post an update sooner or later, with textures and hopefully no black squares, and possibly more variation to the glass.
Your scene is coming along well. I think I recognize the problem with the refraction there: it appears to be missing the “exit” refraction in the back-faces. If you have a glass-like IOR (like 1.4-ish) but the orangina bottle on the right is turning into such a powerful magnifying glass as if the whole thing were a solid lens, then the problem is probably that the surface is refracting as if it is single sided, and not doing the refraction back out into air at the first inner wall of the bottle.
-jeremy
8 minutes: I converted all the bottles to SDS to reduce the render errors from the geometry. I also swapped out the HDR again.


Looking good, this reflection/HDRI map is much better. I think you still need some light with a clear direction to its illumination and shadows, like the light you had coming in through the window. It looked weird in the previous renders because there wasn’t continuity between the HDRI map and the lighting and shadows, but if you can make them work together in terms of direction, color, and softness, they both belong there.
The colors are nice, especially on the green glass. The glass that matches the environment is less well defined; it looks to me as if you’ll need a third color in the bottles if the 2nd color is really going to work. You’ll need to bite the bullet and subdivide the geometry too before you can really tweak the reflections, refraction, and shadows.
-jeremy
That’s a good start. You need to work on some kind of environment map, it could just be an image mapped onto a sphere for the bottles to reflect, but they need to reflect something if they are going to look like they are outside in daytime. Right now only a few of them appear to reflect anything, and I can’t really tell what kind of natural environment they are supposed to be reflecting.
-jeremy
Thanks for the comments, in that image with the bright window I had way too much base reflectance on the glass, it was coming out kind of mirror like. The glass looks much better in my latest image.
Those are some nice shadows! I agree we can do without caustics, although I’m planning to do some tests with caustics myself just for fun…
-jeremy