Hi,
The correct way is to not have touching faces: you should model the interface between the dish and the medium as a single separate mesh and exclude that part from the dish mesh and from the medium mesh (see above examples).
Jeanphi
Moderator: coordinators


Legion wrote:I searched around a bit and studied some tutorials on making a glass of water and I noticed that some guys let the normals of the water volume pointing outside towards the glass and some make it the other way around. Is it regardless of wether the normals point in oder out, as long as it is consistent and the volumes are completely right? Or is a light ray "guided" by the normals? I did some tests and I am not sure about the results.
This is my first version without glass2:
In this version the contact areas are separated as jeanphi proposed. The normals of the medium pointing into the dish
I also tried to make one mesh containing all elements and worked with multimaterials. Here the normals of all faces touching the medium are pointing into the medium, except for the medium/air interface:
I think the second version by jeanphi looks good, especially at the top medium/dish interface. What do you think?
But I have no idea why the medium gets so dark. I rendered it without the dish. One the one hand with all normals pointing outwards and on the other hand with the normals pointing inwards (not the upper surface) to see if this has any influence. The value of "apsorption at depth" of the medium is greater than the maximal distance a light ray has to travel (along the camera axis) and the absorption color is bright red.

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