Hello /3/ ,What kind of setup allows me to have this kind of result? I'm too noob in 3d so I'm rendering in keyshot but the setup should be similar in any engine..I'm trying to render a perfume bottle in a dark background but I want the liquid to be 'lit' like the example above. Any tips?
the floor has some roughness to itthe plane in the back uses a gradient map or a point lightcomposition wise there is field of view effect on the glass that blurs the glasslooks like he also upped the vibrance in photoshop and probably color correction to highlight some colors and mute the dark ones.he could have also used saturation but i don't think that's the case.
>>550068the most important thing anon didn't mention (or didn't mention directly) is that this sort of effect is achieved when translucent materials are lit from the back (could be a bounce in this case)
>>550068Thanks anon , but thats not what I ask , sorry for not being clear>>550073Thats what I meant!
>>550124Glass materialCognac MaterialIce Material, Plastic MaterialTextures in that paper materialBacklightTwin KeylightThere's a dim yellow 3rd point lightIt's one of the simplest form of studio lighting.What you do in 3D is that you simply replicate almost the exact things you do in traditional photography. If you would like to know more, that would be a good place to start
>>550066That is to do with translucency or medium thickness, so the color gets darker if the object is thicker, so the actual cognac would be a object with a glass type shader where the object thickness dictates the color darkness, that is why the middle of the thick bottle is darker than the sides, that same shader is on the cognac in the glass, but because it is thinner object in the glass, it has lighter colour.