Light Fog, Fluids, and Another Look at Materials ◾ 263
Notice that the bottle on the le not only
has dense geometry; it also has a homo-
geneous swirly pattern, something that
we hope will result in interesting render-
ing eects. We have already made use of
the mia_material and its glass presets and
we will make use of it again. Accordingly,
we will be rendering with mental ray. In
Figure9.18, we have made an instance of
this material. In Figure 9.19, the reec-
tion color is set to a Caribbean blue so the
bottles will have a little color in them. is
will help separate the bottles from their
backgrounds.
mental ray Settings
In Figure 9.20, the mental ray renderer’s
Quality settings have been ramped up. In
particular, Max Sample Level is set to 2. e
raytracing Reections and Refractions have
been increased dramatically. In Figure9.21,
Global Illumination and Final Gathering
have both been selected. All of this might
increase rendering time signicantly.
A Bottle inside a Bottle
In Figure9.22, we have made a copy of the
bottle with the not-very-dense geometry.
We moved it over to the right, selected the
new bottle, did a Copy operation from the
Edit dropdown, and then did a Paste opera-
tion from the Edit dropdown. When we did
these copy and paste operations, the two
bottles ended up in the exact same place in
World space. We selected one of the copies
and scaled its x, y, and z dimensions down
to .95 of the original. ere are now two
bottles, one inside the other, and together
they form the third bottle from the le in
Figure9.23. Now, light will move through
the rst bottle, refracting, and then will hit
the second bottle and refract again.
FIGURE 9.18 Mia glass material.
FIGURE 9.19 Mia material attributes.