Rendering Glass Surfaces with Arnold

There are some common problems faced when rendering refractive glass surfaces with Arnold. There are a few guidelines that need to be followed when modeling surfaces where there is a liquid to glass interface. The problem lies in how the renderer determines if we are entering or exiting an object, and what the incoming and outcoming interfaces are.

The standard_surface shader assumes outward facing normals, that objects are embedded in air, and that there is no overlapping between them.

We will demonstrate the results obtained from the various modeling approaches below:

The tutorial is presented in the three following sections:

A tutorial that shows tips on shading a plastic water bottle can be found here.

The scene can be downloaded here.