Both objects are imported from Rhino as NURBS. Since the two objects aren't
similar, the tesselation(where Max makes a renderable mesh from the NURBS-
shapes) of the liquid cylinder aren't as refined as the glass cylinder, the
mesh goes beyond it. In other words, it's more jagged than the glass
cylinder. I found one solution where as if I increase the tesselation
detail they match up, but I end up a total of 280000 or so polys(give or
take 1000 polys) =).. needless to say, rendering raytraced refractions with
two high poly objects like that will take forever.
Another solution is to mesh it out in Rhino, but then I dont get to keep
the NURBS information which I kind of need if I want to animate it(perhaps
not this project, but future ones).
Can Max z-sort? As an example, create three planes sharing the same y/z
coord in max. When rendering the last created object appears on top, the
first one appears in the bottom. What determins which object to render
> I don't understand the tesselation part.
> Do you have the tesselation modifier on the liquid cylinder?
> How can the tesselation make the the liquid go outside the glass?
> Tesselation does not change the size of objects in max.
> To make transparent objects with refraction you'll need
> a double-sided raytrace material.
>> I got a problem with artifacts showing up in my render, image is
>> What I've got in the scene is two imported NURBS-shapes from Rhino3D.
>> cylinder with thickness supposed to later be glass, and another cylinder
>> which later will become a liquid. As you can see in the images, the
>> tesselation makes the mesh for the liquid go outside of the cylinder for
>> the glass. The liquid needs mass because of the refraction I later plan
>> put in, otherwise I could've just used a mesh of the surface.
>> If there is no way to sort in mesh, should I use another technique to
>> liquid in a container?
>> Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/
Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/