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A Glass of water

A Glass of water

2005-04-22       - By Douglas Alden Peterson

 Back
Reply:     1     2  


> 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


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