Render -> Download NVIDIA OptiX Denoiser mantra node -> Images tab -> output tab …
in out: file path: motion-cam.$F4.exr add batch node under each ROP, then add merge …
(in mantra) add geo/file add normal node add UV texture node add cloud node …
(this hides HDR with a plane, but keeps alpha mask of bottle) add new …
add principled shader IOR: 1.333 transparency settings transparency: 1 transp. color: 1 1 0.825 …
(intersection glass with water, for bottle) make stuff intersect enable nested dielectrics in render …
textures tab -> base color: select tex for base color tint intensity: 1 (= …
in mat network, add fresnel node (next to pricicled shader mat) then connect it …
finding lights angles in viewport -> click No Cam icon -> select the light …
(maybe render without caustics light to save rendertime) low settings sampling tab min samples: …
add sample scene with some primitives add camera node (top level of geo) then …
shadows quality/sharpness -> area light options tab: uncheck Normalize Light Intensity to Area then …
add light node type: geometry (check render light geometry) area light options -> select …
add environment light (from shelf) Environment Map: set HDR here check/uncheck render light geometry …
add env light -> render options -> check portal add a grid and select …
add box node delete all faces, except bottom and back add polybevel node for …
place background image in nodes window as reference (node view port -> tools) shift …
in mask field: * ^/obj/grid1 (all except grid1)
camera -> view tab -> focal length sampling tab -> f-Stop ACHTUNG: aperture = …
in perspective view, rotate to see the cam click on camera node, press ENTER …
just click on photo icon below render to create one and use slider to …
in out channel put down mantra node mantra1 -> rendering tab engine: Physically based …
shift drag in render (to enable) (shift drag outside the image to disable)
mantra -> images -> extra images planes check combined lighting (per component) check direct …
mantra -> images -> extra images planes add extra image plane VEX variable Af
add mainobject add grid/bg apply shadowmatte (from utilities) add 2 mantra render nodes (name …
out -> after mantra node add hqrender node select node and click submit job …
(but still have it’s shadows) in render settings -> objects -> forced matte -> …
change right dropdown to out render -> add mantra node select mantra1 node images …
in karma shader add mtlx texture coordinates node signature: vector 2 add usd …