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Rendering 101 pt. 13: Lighting & Rendering Glass In Redshift

Note: I added a second .hip file where I slightly increased the liquid's roughness. This brightens up the liquid a bit due to the fact that we're now getting more rays from the backlight refracted into the camera.

As our latest poll on render engines clearly showed a preference for Redshift with Mantra coming in second place, we're gonna be focusing on rendering glass in Redshift today.

Glass can be a tricky one especially if you're not used to dealing with it in a studio environment. It is defined mostly by it's reflective and refractive properties, allowing us to effectively light it with a single large area light behind our subject.

Rendering 101 pt. 13: Lighting & Rendering Glass In Redshift

Comments

excellent tutorial sequence. just curious, was the splash made in houdini? would that be an example of a DOP?

Will Corcoran

i'd probably be most interested in seeing octane covered after rs and mantra, especially with how much it seems to be improving, but if you were to pick between renderman and vray to cover more i'd say maybe renderman since they have the noncommercial license and more people can pick it up that way. they seem to be having some exciting developments. i wish arnold's integration wasn't so crappy in my experience :(

Christopher Rutledge

Here it is :) http://www.entagma.com/downloads/glass_render_001d.png Cheers, Mo

Entagma

... and there it is! Thanks guys, it's all great.

Chris Cousins

Do you have a link to the final render in full resolution? I would love to inspect those fine details in the glass and table without running a full render myself.

John Coogan

Hi Wolfgang, sure - I'm uncertain if I did it in this particular setup, but usually after I build a polygonal mesh from an SDF, I smooth out its normals. Especially if the mesh is to be shaded using reflective or refractive shading components. Smoothing out normals is easily done by using attribute blur. Which in turn works on point attributes. Thus the point normals over vertex normals. Cheers, Mo

Entagma

Hey Mo, thank you for another awesome tutorial! One question: Can you explain why you explicitly set the normal type to point normals for the ice cube?

Wolfgang

Nifty. When you're done with the rendering side of things... would love a quickie walk through on how you got that lovely detailed splash mesh, with all the tendrils and sheets of liquid.

Chris Cousins

i think rendermanwe need to learn it - is free and i think we need tutorial about karma and pdg in houdini because is no any new tutorial about it in depth

Brain

love this :-) did you do a comparison with cull dim internal reflections on and off? I would love to see a version in octane as well. My experience has been that Octane has always been better for glass. But since version 3 has been released it may be negligible now.

Graham Bucknell


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