Here's a demo of the new subdivs. Clockwise from top left, original spline model, STL 64 (8x8), STL 1024 (32x32), STL 4096 (64x64)
As The Donald would say, "Your files are gonna be... HUGE!"
It turns out it's a bit more complicated...
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So you need...
-the refraction (surface setting)
-slight ripple distortions on the surface (a material noise combiner could do that)
-slight surface reflection also, most noticeable on bright objects. An reflection map might be most convincing.
-color fringing. This can be done with a multipass technique
-the glass itself has a slight green tint to it.
It's possible that only people beta testing v18 right now can see those so far.
Basically, I described the problem and suggested adding 1024 and 4096 subdivisions as options to STL.
I tested split patch for this. Unfortunately SplitPatch doesn't take into account the need to adjust the biases as CPs are added to a spline. You do get a denser mesh but it doesn't have the exact shape of the original.
I also tried exporting to PLY to use its subdiv ability but what you import back in has many broken splines that would need to be manually rewelded back together.
I think just adding more subdivisions to STL should be a feasible thing if Steffen has time.
Now a v18 feature request
I think the subdiv will need to happen in A:M before export because another app will interpret A:M's meshes as straight line edges between CPs rather than still-curved splines when it tries to do its own subdiv.
I don't see anything.
Something I just noticed... in several of those demos there's a "before" and "after" version where the before looks like a sea of ping pong balls and the after is the same motion but looking more like fluid. I'm not sure what changes between the two.
Here's what I'm not sure of.... Newton is a Physics engine, it calculates the position and motion of objects modeled in A:M and A:M does all the work of rendering the images after that.
Is Phsx just like a faster Newton? Then we need a more robust fluid simulator for it to work with.
I'm never sure how much is Phsx calculating the positions of things (very fast) and how much is the renderer taking that and creating the look of those things. You still need a fluid simulator to give Phsx something to work with, right?
There was a time when Mac render times were many times longer than PC. Not just a little slower but WAY slower.
Now it seems they are pretty much similar.