Surfacing The Whiskey

Time to fill her up.

The base color of the whiskey material is very important. Luckily I found the sweet spot pretty soon and without extensive testrendering (only 2-3 testrenders were needed, and you won't need none, cause I'm telling it to ya. Incredibly kind of me, ain't it? ;-)

Ok, here are the RGB values for the whiskey base color:

R

=

243 / 0.95

G

=

153 / 0.60

B

=

062 / 0.24



Above you can see the details of the whiskey surface, including the Base Tab and the bump texture. Again we'll use Color Highlights and Color Filter, that's even more crucial when we render with Caustics turned on, because they should appear tinted orangeish by this glorious liquid. Set Color Highlights to 70% and Color Filter to 100%.

On the Shaders Tab add a fast fresnel shader and use the following settings:

Reflection

=

70%

Specularity

=

100%

Transparency

=

20%



Of course you can also add air surfaces, but I didn't. Instead I made the whiskey a doublesided material.

Now that the model is completely textured, the only things left to do is to fire up Layout, set up a backdrop and some lights, and hit F9.



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