Sparkling Grape Juice Glass – Modeling and Rendering

»  I understand how to: (in Maya)           - create and edit curves including attach and detach.
          - revolve a NURBS surface.
          - import an image plane and edit its attributes.
          - apply new materials and change basic attributes, color, transparency


Import the sparkling apple juice glass as an image plane in the front view window.
In the front view panel menu, choose View > Image Plane > Import Image . . . then browse to find the image plane that you want to use.
*The image in posted in Blogger needs to be renamed because Maya does not like files with brackets “ [“ in the file name.  Blogger changes file names when you upload them.

ChannelBoxMove the image so that the glass sits on the baseline.  I set Center Z to –20 so that it sits behind the grid and then Center Y to 2.26. 
If you loose the your image plane settings you can get them back in two ways.  Select it until the image plane’s border turns green and the open the Channel Box.
It should look like this . . .

Using curves draw a half slice of the wine glass.  I made 3 different curves.  The first thing you should do is switch your side view.
Once your curves are made adjust them so that they have a smooth flow that outlines the outer edge of the glass. To do this, Right Click on the curve that need adjusting and choose Curve Point.
It should look like this.  Now using the Move Tool, adjust the vertices accordingly. 
Duplicate the side curve [CTRL + D] and move it slightly inside or left to define the inner edge. 
Right Click on the curve and choose Curve Point.
Move the Curve Point to roughly the middle of the curve. Then choose Curves > Detach Curve.
Delete the lower curve.
Right click on the curve again, choose Control Vertices, and then adjust the curve vertices to shape the bottom of the glass.
It should look something like this.  Now we have to attach curves.  Select all curves and choose Curves > Attach Curves.  Make sure you uncheck Keep Originals and check Insert Knots in the Attach Curve option box. Then delete the curve history.  Select curve, Edit > Delete by Type > History.
*Note: if your curves act funny after combining them, check to make sure the beginning of one curve connect to the end of another.
It should look like this, all one curve.
Revolve the new curve.  Change your Maya tool bar menu to Surfaces then choose Surfaces > Revolve.  Right now we are going to use default settings, but if it does act funny you will need to reset setting on that tool.  By default Maya will revolve the curve as a NURBS surface.
It should look something like this . . .
Hide the new geometry to reveal just the curves again.  There are at least two ways to do this.  Hide the object - {Ctrl} + {h} or in the active window menu choose Show >  and then uncheck NURBS surfaces
Duplicate the glass curve and hide one of them {Ctrl} + {h}.  It is good to save the original curve for later use. 
Using the Curve Point Tool, slide the point on the curve to determine how much ‘sparkling apple juice’ is in the glass and then detach curve.  To do this, Right Click on the curve that need adjusting and choose Curve Point.  This will separate the curve into 2 parts.  Then choose Curves > Detach Curve and then delete the extra outer curve.
Create another curve for the top of the fluid.  Add some additional points so that you can curve the fluid where it touches the glass to surface tension. 
Adjust the vertices to simulate the surface tension and create a meniscus.
For liquid standing in a container, a meniscus forms.  It can be convex or concave.  A concave meniscus indicated that the molecules of the liquid have a stronger attraction to the material of the container (adhesion) than to each other (cohesion).  A convex meniscus indicates the molecules have a stronger attraction to each other than to the material of the container.
A concave meniscus


These are the two pieces of revolved geometry.  Assign a new material to the glass, which offers secularity attributes, like Blin.   
 material Material2

It should look something like this . . .
Also for now, let’s make the glass transparent.  Right-Click on object and choose Material Attributes and in the Attribute Editor, slide the Transparency setting to the middle.  
material6The juice is overlapping the glass just by a tad, so we are going to scale it down just a bit.  First we are going to change the pivot point so it scales evenly.  Select the revolved liquid geometry and choose Modify > Center Pivot.  We also have to delete the history on the geometry so that the old curve does not control it anymore. Select the geometry, Edit >  Delete by Type > History.  Now while it is still selected, uniformly scale it to 0.99 units in Scale X, Y, & Z. 

You can also give the liquid color if you want to . . .
Now the modeling is done. NOTE!  We will be rendering this photo real later . . .