A Glass of water 2005-04-22 - By Douglas Alden Peterson
Back
> I can create a glass that looks pretty good. But how do I put clear > water in that glass, perhaps half filled, and make it look like water?
Assuming you made the glass in the Spline Modeler:
After you have modeled the glass, go back into the Assemble Room and make a duplicate of it. Take the duplicate into the modeler and, when asked in a dialogue box, say you want to make a new master.
Use the inside of the glass as the shape for the water inside it. Subtract the exterior of the glass and just leave the water. Because the water is a duplicate of the glass, when you go back into the Assemble Room, they will already be perfectly aligned.
Apply the glass and water shaders to the objects and do a quick rendering of it. If you see wierd stuff where the water and glass touch each other, select the water and go into the Properties Palette "Motion" tab and change the size to 99.5%. That will slightly separate the two objects and the wierd stuff will vanish.
> Second, assuming the above can be done, if I tilt the glass, can > Carrara 4 make it pour properly, perhaps into another glass?
No, that's going to be difficult for a newbie to do. :-)
In a nutshell: Convert your glass to a Vertex object and go into the modeler. Tilt the glass to the angle you want it to be and then duplicate it. While the duplicate is still selected, "hide the selection" to get it out of the way. The hidden selection will be the glass. The one you still can see will be the water so you need to manually subtract the outer surface of the glass. Once you've done that, close the top of the inner surface so it is "solid".
Insert a cube into the modeler and subdivide it a couple of times. You are going to use this cube to cut the surface of the water in the glass. Position one of the faces of the cube where you want to cut the water. The cube should surround all of the upper parts of the water that you want to delete. Select both the water and the glass and then use the boolean operation to subtract the cube from the glass.
Now you have your water, but you might have to clean up the edge that is the upper surface of the water because boolean operations usually leave some rubbish around.
I won't explain anything more now except to tell you that you need to use two shading domains so the water and glass each are identified as separate shaders. In the Texture Room, you will need to use a "Layers List" shader to apply the glass and water shaders.
I wrote the above description quickly and I may have left out a step or two. Give it a try and, if you get stuck, post to the list and we will help you.
Good luck,
Doug -- Douglas Alden Peterson Graphic & Web Design; Illustration Visualeyes Brighton, MI USA
Welcome Yahoo Members!
http://www.eovia.com Yahoo! Groups Links
<*> To visit your group on the web, go to: http://groups.yahoo.com/group/Carrara/
<*> To unsubscribe from this group, send an email to: Carrara-unsubscribe@(protected)
<*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/
|
|