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- Coincident - This is where the surfaces perfectly meet. Notice the noisy artifacts where shading points fight one another in the same position.
- Shrink - This example slightly shrinks the liquid inside the glass but creates air gaps.
- Intersecting/Overlapping - This is the best placement to avoid problems but needs a better hint to the renderer that they have different priority.
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RenderMan intersection priority and IOR assumes models are built volumetrically (no two-dimensional objects) with outward facing normals. |
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