Sparkling Grape Juice Glass – Modeling and Rendering
Move the glass image so that it is centered and that it sits on the baseline. I set Z to –20 so that it sits behind the grid and then Y to 6.804.
If you loose the your image plane settings you can get them back in two ways. Select it until the image plane’s border turns green and the open the Channel Box.
It should look like this . . .
Move the glass image so that it is centered and that it sits on the baseline. I set Translate Z to –20 so that it sits behind the grid, Translate X to -0.201 and then Translate Y to 6.808. NOTE: Yours might be different.
Select the image, when selected the image plane’s border turns green and then open the Channel Box.
It should look like this . . .
Lock the Image Plane Attributes. Select all the Attributes for the Image Plane in the Channel Box. Then Right-Click and Lock Selected. This will lock the Image Plane so that you can not move, rotate, or scale it.
In the front view, draw the following two curves. Using the EP Curve Tool with default settings, draw a half slice of the wine glass. Make 2 different curves.
For the first curve, hold down the <x> key to snap to the grid at the origen
.
Once your curves are made adjust them so that they have a smooth flow that outlines the outer edge of the glass. To do this, Right Click on the curve that need adjusting and choose Curve Point
.
It should look like this. Now using the Move Tool, adjust the vertices accordingly.
Duplicate the side curve [CTRL + D] and move it slightly inside or left to define the inner edge.
Right Click on the curve and choose Curve Point
.
Move the Curve Point to roughly the middle of the curve. Then choose Curves > Detach Curve.
Delete the lower curve
.
Right click on the curve again, choose Control Vertices, and then adjust the curve vertices to shape the bottom of the gla
ss.
It should look something like this. Now we have to attach curves. Select all curves and choose Curves > Attach Curves. Make sure you uncheck Keep Originals and check Insert Knots in the Attach Curve option box. Then delete the curve history. Select curve, Edit > Delete by Type > Histo
ry.
*Note: if your curves act funny after combining them, check to make sure the beginning of one curve connect to the end of another.
It should look like this, all one curve
Revolve the new curve. Change your Maya tool bar menu to Surfaces then choose Surfaces > Revolve ⬜. By default Maya will revolve the curve as a NURBS surface, change the following setting to revolve it as a Polygon.
The result should look something like this . . .
Switch to x-ray mode. Shading > X-ray
It should look something like this . . . You should
CREATE THE GLASS CONTENTS
In the front view. Hide the new geometry to reveal just the curves again. There are at least two ways to do this. Hide the object - {Ctrl} + {h}.
Using the Curve Point Tool, slide the point on the curve to determine how much ‘sparkling apple juice’ is in the glass and then detach curve. To do this, Right Click on the curve that need adjusting and choose Curve Point. This will separate the curve into 2 parts. Then choose Curves > Detach Curve and then delete the extra outer curve.
Create another curve for the top of the fluid. Add some additional points so that you can curve the fluid where it touches the glass to surface tension.
Adjust the vertices to simulate the surface tension and create a meniscus.
For liquid standing in a container, a meniscus forms. It can be convex or concave. A concave meniscus indicated that the molecules of the liquid have a stronger attraction to the material of the container (adhesion) than to each other (cohesion). A convex meniscus indicates the molecules have a stronger attraction to each other than to the material of the contai
ner.
Select the 2 curves that make up the ‘juice’, top and side. and choose Curves > Attach Curves. Make sure you uncheck Keep Originals and check Insert Knots in the Attach Curve option box. Then delete the curve history. Select curve, Edit > Delete by Type > History.
Now revolve the ‘juice’. Switch to x-ray mode, it should look like th
is.
These are the two pieces of revolved geometry. Assign a new material to the glass, which offers secularity attributes, Right-Click on the material and choose Assign New Material. Select aiStandardSurface. The glass should change color slightl
y.
Image Based Lighting:
Add a Skydome Light.
Talk about indirect lighting. NOTES!
In our case, the main light source is in the ceiling. Look at the top your hand, why is the bottom of your hand not completely in the shadows?
Reflecting Light is a transverse, electromagnetic wave that can be seen by humans.
The photon is the basic "unit" of light. Any light that you see is made up of a collection of one or more photons propagating through space as electromagnetic waves. In total darkness, our eyes are actually able to sense single photons, but generally what we see in our daily lives comes to us in the form of zillions of photons produced by light sources and reflected off objects. If you look around you right now, there is probably a light source in the room producing photons, and objects in the room that reflect those photons. Your eyes absorb some of the photons flowing through the room, and that is how you see.
For instance, a photon in the visible spectrum would contain an energy of approximately 4 X (10 to the power of -19) joules Thus, a perfectly efficient 100-watt light bulb would emit approximately 2.5 X (10 to the power of 20) photons per second.
Use Maya Default IBL (Image Based Lighting)
Navigate to the following location:
C:\Program Files\Autodesk\Maya2018\presets\Assets\IBL\
And Choose either:
Interior 1 – color
Interior 1 – Neutral
Interior 2 – color
Interior 2 – Neutral
Exterior 1 – color
Exterior 1 – Neutral
Exterior 2 – color
Exterior 2 – Neutral
OR Download a “Cool” HDRI file.
It should look something like this . . .
Make a Table.
Create new Camera, label it RENDER_ME & look through it.
Add image based lighting - HDR Image, Hide in image in render.
Turn off opaque for both the glass and the OJ
The juice is overlapping the glass just by a tad, so we are going to scale it down just a bit. First we are going to change the pivot point so it scales evenly. Select the revolved liquid geometry and choose Modify > Center Pivot. We also have to delete the history on the geometry so that the old curve does not control it anymore. Select the geometry, Edit > Delete by Type > History. Now while it is still selected, uniformly scale it to 0.99 units in Scale X, Y, & Z.