To all: Here is a contribution to the LightWave ftp site. The Toaster2.0 demo image had (from memory) a picture, two dollar bill, Whiskey glass and water droplets on a wood surface. All of the components were rendered with LW 2.0. Below is Allen Hasting's write-up for creating the Whiskey Glass. Karl Frederick Email: frederik@teleport.com ============================= Time Price Quality ... pick any two Subject: Whiskey Glass Secrets 11 June, 1992 John Foust saw the question about the whiskey glass in the Toaster 2.0 image, wondered about it himself, and used the magic of e-mail to forward the question directly to Allen Hastings. Here's his reply: I've just called up the shot glass object that I used in the Kiki 2.0 image in case you want to duplicate my settings exactly. The glass was modeled after one in my wife's collection, and has the proper wall thickness and rounded lip. Also, the upper surface of the scotch curls up a bit where it meets the glass, simulating surface tension. The not-so-obvious secret of the object is that each polygon is included twice, with the two copies facing in opposite directions and given different surfaces. Naturally all of the Trace options on the Camera panel were turned on for the rendering. The glass polygons with normals that face out from the glass toward the air have this surface, which I called "ShotGlassExterior": Diffuse 0%, Specular 80%, Reflection Map 10%, Transparency 90%, Refractive Index 1.6, Smoothing on. All other attributes are left with their default values. Note that the surface color doesn't matter at all, since there is no diffuse reflection and Color Highlights and Color Filter are both off. Also note that the Reflection Map level is really controlling the amount of ray-traced reflected light, since the Reflected Image is set to "(none)" and the Trace Reflection option is on. Those polygons that are encountered upon leaving the glass or scotch and re-entering the air use the surface "ShotGlassInterior": Diffuse 0%, Specular 75%, Transparency 95%, Smoothing on. All other attributes for this surface keep their default values (including a refractive index of 1.0). And finally, those polygons that are encountered upon entering the scotch have the surface "Liquor": Surface Color 240 180 80, Diffuse 0%, Specular 80%, High Glossiness, Transparency 90%, Color Filter on (very important), Refractive Index 1.4. Once again, any items I didn't mention retain their default settings. Don't think that this is the only way to model glass - in many cases a simpler technique would be fine. For example, light green surfaces with specular reflection, transparency, color filtering, opaque edge, and a touch of reflection mapping make great beer or wine bottles without even requiring ray tracing. The rigorous method of modeling refractive objects I used for the shot glass - explicitly specifying the new refractive index for each material crossing - should be reserved for those times when a high degree of photorealism is required. Longer rendering times are to be expected when ray tracing that many layers of transparency. Also be aware that the physical phenomenon of total internal reflection is taken into account by LightWave, so transparent surfaces will act like mirrors in certain circumstances. This is why the very bottom of the shot glass appears gray - it's reflecting the gray backdrop (which is not directly visible in the image because of the wood tabletop). -AH ======================================================================