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Bottom of bottle renders black

4 REPLIES 4
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Message 1 of 5
yellowcab
839 Views, 4 Replies

Bottom of bottle renders black

yellowcab
Contributor
Contributor

Hi,

I would like to render a bottle of wine in 3ds Max 2021 and Arnold. When I render the scene the bottom of the bottle turns very dark, almost black. I would like to know how to make the bottom of the bottle brighter.

WINE_01_.png

 Any help would be appreciated. Thanks.

0 Likes

Bottom of bottle renders black

Hi,

I would like to render a bottle of wine in 3ds Max 2021 and Arnold. When I render the scene the bottom of the bottle turns very dark, almost black. I would like to know how to make the bottom of the bottle brighter.

WINE_01_.png

 Any help would be appreciated. Thanks.

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4 REPLIES 4
Message 2 of 5
madsd
in reply to: yellowcab

madsd
Advisor
Advisor

Could be a natural phenomena, it could also be that you don't have enough transmission rays.
If you don't have enough transmission rays, an object will start to show black areas where the last ray died before it could exit properly.

 

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Could be a natural phenomena, it could also be that you don't have enough transmission rays.
If you don't have enough transmission rays, an object will start to show black areas where the last ray died before it could exit properly.

 

Message 3 of 5
JonasVidal
in reply to: yellowcab

JonasVidal
Advocate
Advocate

Hello my dear friend:

I believe that the problem of your bottom of bottle could be due to certain problems that I could enumerate.

1.-transmission of light rays between the glass material and the material that simulates the liquid.
2.-the increase in the factor or simulation of caustics generated by both the glass and the wine material and both materials vary their IOR levels or refraction values
3.-Apparently you are using an enviroment that is not helping you much, which reflects in that glass below your bottle and makes it look darker. bottle.
4.-If you want a better finish for your wine bottle, you should propose a lighting flow that is based on main lights and support lights (three points) as a lighting studio. Or failing that, create backlights to generate those effects in the glass of the bottle that would give it that depth you are looking for and that would give that feeling that you are looking for in the final part of your bottle.

greetings my dear friend

Hello my dear friend:

I believe that the problem of your bottom of bottle could be due to certain problems that I could enumerate.

1.-transmission of light rays between the glass material and the material that simulates the liquid.
2.-the increase in the factor or simulation of caustics generated by both the glass and the wine material and both materials vary their IOR levels or refraction values
3.-Apparently you are using an enviroment that is not helping you much, which reflects in that glass below your bottle and makes it look darker. bottle.
4.-If you want a better finish for your wine bottle, you should propose a lighting flow that is based on main lights and support lights (three points) as a lighting studio. Or failing that, create backlights to generate those effects in the glass of the bottle that would give it that depth you are looking for and that would give that feeling that you are looking for in the final part of your bottle.

greetings my dear friend

Message 4 of 5
domo.spaji
in reply to: yellowcab
Message 5 of 5
madsd
in reply to: yellowcab

madsd
Advisor
Advisor

Also, in one of the recent Arnold drops, they exposed Nested Dielectrics.

So you got levels to operate with, the deeper the stack the more levels needed.
Remember that the water has to cross the bottles inner surface.
This way you can make realistic bottles with water, and boubles inside.
You can wire up a point scatter shader and make a lot of boubles that will look correct.

https://docs.arnoldrenderer.com/display/A5ARP/Nested+Dielectrics

Also, in one of the recent Arnold drops, they exposed Nested Dielectrics.

So you got levels to operate with, the deeper the stack the more levels needed.
Remember that the water has to cross the bottles inner surface.
This way you can make realistic bottles with water, and boubles inside.
You can wire up a point scatter shader and make a lot of boubles that will look correct.

https://docs.arnoldrenderer.com/display/A5ARP/Nested+Dielectrics

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