Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2
Create a glass with Blender and Mitsuba

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(9 Votes)
| 40353 Views
| 1 Comments
| Comments 1
Date Added: 10th March 2014
Software used:
1848_tid_render_r.jpg

Filippo Veniero explains how use the Mitsuba render engine to obtain a physically accurate glass render in Blender, complete with water, bubbles and a straw.


1848_tid_fillipo_veniero.jpg

In this tutorial I'll show you how to use Mitsuba in Blender to create a physically correct glass cup. Mitsuba is an open source, physically-based renderer, runs on Linux, Mac OS X, Windows and is extremely modular. Many rendering techniques are available (direct illumination, path tracer, bidirectional path trace, photon map and so on). It supports volume rendering and the most commonly used scattering models (rough glass, plastic, metal).

Download the Mitsuba software and the plug-in for Blender. Now install Mitsuba, unzip the plug-in and copy the folder called Mitsuba into Blender/2.69/scripts/addons.


Modeling the glass

Open Blender and enable Mitsuba (File > User Preferences > Addons). Change the render engine from Blender to Mitsuba and write the path of the executable file in the Executable Path field.

Delete the default cube and add a circle of 16 vertices. Enter Edit mode and extrude along the Z axis and scale just a little. Close the bottom of the glass and model the inside, then add Subdivision Surface modifier (level 2) and set the Shading to smooth. Call this mesh 'Glass'.

1848_tid_1.jpg
1848_tid_1_1.jpg
Modeling the glass


Create the water

In Edit mode, select the vertices inside the glass and separate them ( P > by selection ). Call this part 'water'. Now select the vertices of the first edge loop, duplicate and separate them: call this new mesh 'water_top'. Close them by extruding and scaling and don't forget the meniscus (the curve in the upper surface of the liquid against the side of the glass). Check the mesh's Normals ? it's very important that they are consistent and face the same direction!

1848_tid_2.jpg
1848_tid_2_normals.jpg
Create water



continued on next page >

 
1 | 2
Related Tutorials

Making Of 'Next Gen Vehicle Creation'

by Valentin Nadolu
published on 2009-12-09

Keywords: car, vehicle, tire, roof, glass,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (3)
Comments 1 Views 154125

FX particles and dynamics in 3ds Max

by Matt Chandler
published on 2014-09-20

Keywords: 3ds max, water, animation, particles

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (3)
Comments 0 Views 24916

New and Exciting Features of V-Ray 3.0

by Paul Hatton
published on 2015-06-25

Keywords: render, vray, masks, paul hatton,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (6)
Comments 2 Views 12496

V-Ray 3.0: New Features: New and Improved Shaders

by Paul Hatton
published on 2015-06-01

Keywords: v-ray, new, features, render, shader

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 0 Views 17870
Readers Comments (Newest on Top)
avatar
Deon on Wed, 19 March 2014 11:58am
Excellent esp considering its all open-source software!
Add Your Comment