There are several components which need to be created. My render settings are listed here as well (Fig.02 - 03). Next, I duplicate out a few of these, and set up the scene. Whilst simple, we need to make sure that the revolved surface (constructed here using a NURBS) is thicker at the base (just like a real pint glass). Our first step is to create the geometry for the glasses. The user of this tutorial should note that I have also used Mental Ray as my renderer, with Final Gathering, Global Illumination, Caustics, and Image Based lighting used for optimal realism. ![]() We will also use Mental Ray's Dielectric Material and new Mia_material. For this demo we will utilize Maya's Blinn material, Ramp texture, and Sampler Info utility.
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