Hi Everybody,
This is my latest work with keyshot.
The 3D Bottle was created with Rhinoceros 3D.
I think it's possible to increase the realism of this rendering.
I've bench this two captures of officina polygonal (CGI studio). I don't understand how he made the grain on this glass shader?
its on specularity or on emboss?
Thank you in advance for your help. ;)
Hi. Nice job on the bottle. The textures on the glass can be done by adding textures to the materials. Add a cellular texture, or maybe even a bump map made out of a bit of photoshop grain, onto the glass. Its the textures that give the realism, as you probably know. Your label, the gold band especially, needs some texture to make it look less cgi. Get into the material graph and play with adding these textures. The more effort you put into the textures themselves, the more real your end result will be.
Ive attached a photo of a watch I did to show a bit of how this can look. Its not glass, but the idea is the same. Almost every object on the watch has had its material worked and worked in the material graph to get the texture looking somewhat real. Use the bump add utility to add cellular and bump maps to a surface, and just keep playing with the scale and height of the bumps and you'll soon get what you are after.
If you want more specific details reply with what you are doing and perhaps we can help point you to the exact tools and processes.
Also, if I may be so bold, could I have your bottle so I can try it out, then share what I've learned with you? If not, no prob, just thought I'd ask.
Im a still life studio photographer specialising in glassware, so this is right up my learning curve.
Corey
awesome i love all of them
I did experiment with a glass material on the past that needed to be textured but at the same time polished. You could try to separate the inner side of the glass and add the textures there, while keeping the outer surface polished, so that way you'll see the graing somewhere inside the bottle but it'll look clean on the outside. It's worth the shot if you have the time to do it.
:) Agreed with what the others are saying, if you go pick up a glass bottle, you'll see there are microbumps and imperfections all over the outside/inside of the glass, that might be a very tiny scale, but luckily, you can control the scale in the bump channel ;) For my glass, I typically keep the roughness at 0 or .001, and use multiple bump channels (tied together in the material graph using Add Bump) to get lots of little variations 'grained' in as you said.
Also...depending on how you modeled the glass and liquid interaction, it appears you do not have much 'depth' or 'thickness' to your glass.
Thanks guy's for your replies and your inputs.
I understand all of your points to increase the glass and label shader and I'd retry to render a new rendering.
@crankin : no prob to share with you my .bip files of the bottle. I'm not on my desktop, but I send you the file this weeks. ;)
Work in progress ;)
Thanks - appreciate it. Ill share my work on it with you. Together we shall learn and improve.
Here's what I came up with. Lots of bump textures and playing with the refractive indexes of the bottle and liquid, which was the beer material.
This is the material graph for the glass bottle.
And a close up of the bottle. A bit too bumpy, but you get the idea of adding textures.
And one more
Great collab guys. The glass looks awesome.
pretty slick y'all, love the liquid
Hello everybody,
A big thanks to Crankin for his work!
I rework on my render and here the new result. ;D
I think the label and cap label need to be more details.
That second shot's looking great! Well-done!
I see some noise in the work. In my opinion! It's better to remove it or at least reduce it!
Ive been away, was meaning to get this to you. Its the material graph of the glass bottle. The bottle was gem - diamond.
The bumps are cellular and Blurred Clouds textures. All the labels have these textures over them too.
Also the lighting is important. I used spotlights rather then the HDRI editor. The IES lights give a more realistic look.
These are some thoughts I put together. Was going to email it, but here it is for all to see. Hope it helps.