Procedural beer part D (VIDEO TUTORIAL)
Added 2025-04-24 11:12:01 +0000 UTCHey hey,
On this last part of this mini series, I am gonna show you how to successfully light and render a glass of beer. It is always quite challenging to render liquids/glasses/foam in any sort of context as there are a lot of parameters we need to be aware before hand.
Eg. if modeling is wrong or no UVs or intersections etc. these are things that require certain experience to know that will cause problems down the line. And usually these type of projects, do not show the problems until render time.
In any case I hope this one covers a bit of my process behind lookdev and technical challenges and hopefully will be of help to similar projects on your end.
Happy rendering!
T.
Comments
hey sorry missed this msg. Redshift by default arranges priorities in nested dielectrics as i remember. Octane has all of these features btw. Check my course if you wanna use octane properly if u thinking of switching.
Thanos Kagkalos
2025-05-21 04:19:33 +0000 UTCHey, do you know if that ‘priority’ option from Octane exists in Redshift? Or anything like fake shadows? Every time I see how well Octane's texture displacement works compared to Redshift, I seriously think about switching back to Octane. It's such a pleasure to work with that displacement, man, I really miss that. But then I remember how hard it is to exclude objects from lights, or lights from objects, how badly the light spread is handled, etc., and I end up sticking with Redshift. Why doesn’t Octane implement that stuff? Why doesn’t Redshift make a displacement like Octane’s?
Dondi Dondiego
2025-05-06 10:27:03 +0000 UTCcheers!!
Thanos Kagkalos
2025-04-24 17:53:44 +0000 UTCon my 5th try, I've finally nailed it. stoked to do this part! thx
Ryan Petro
2025-04-24 17:30:30 +0000 UTC