October 30, 2026 Kath Nguyen

Liquid in Glass with Redshift (Cinema 4D): Modeling, IOR and Trace Depth

Executive SummaryKey Takeaways: Liquid in Glass with Redshift
Glass • IOR • Trace depth

Liquid in a glass is one of the hardest everyday shots for any renderer. What matters in Redshift, based on Maxon's documentation:

  • Model the boundary on purpose: A gap adds extra surfaces, touching faces cause seams, and an overlap relies on nested dielectrics, which Redshift has supported since version 2.0.
  • Give rays enough depth: One straight path through a filled glass crosses four surfaces. Maxon's example needs a refraction depth of 16 to see through 8 panes of glass.
  • Raise depth only where needed: Combined caps GI, reflection and refraction rays together; materials such as the Standard Material can override trace depth for the hero glass only.
  • Let light through: Dome light rays bend through glass when Affected by Refraction allows it, and caustics need Casts Caustic Photons enabled on the object.
  • Rendering beverage shots: Deep refraction is GPU-heavy; iRender 2x, 4x or 8x RTX 5090 or RTX 4090 servers split each frame across all GPUs, and you can tune depth in the RenderView on the same machine.

Beverage, cosmetic and product shots often come down to one hard detail: liquid inside glass. Dark outlines, black glass and noisy caustics usually trace back to how the boundary is modeled and how deep Redshift is allowed to trace. This guide covers both, based on Maxon’s Redshift documentation and the standard nested dielectrics approach.

Checked against the Cinema 4D and Redshift documentation, November 2026.

1. Why does liquid in a glass render wrong?

Light changes direction at every boundary between two transparent media, and the amount depends on both IORs. A renderer has to know which medium a ray is in at every moment, and the way you model the glass-liquid contact decides whether it can (Autodesk Arnold: nested dielectrics).

Modeling liquid in glassThree common approaches

How to model the boundary between glass and liquid

The approaches renderers deal with, as described in the nested dielectrics literature and renderer documentation.

ApproachWhat happensResult
Gapliquid smaller than the inner wallAn extra thin layer of air sits between glass and liquid, so rays refract at two extra surfaces.Extra reflections and a visible outline around the liquid.
Coincident facesliquid touches the wall exactlyTwo surfaces at the same position; the renderer cannot reliably tell which one the ray hits first.Speckles and dark seams along the contact.
Overlap + nested dielectricsliquid pushed slightly into the wallThe renderer treats only one medium as present inside the overlap, so the glass-liquid boundary behaves like a single surface.The clean, standard approach in renderers with nested dielectric support.
RedshiftRedshift has supported nested dielectrics since version 2.0. Check how your Redshift version resolves overlapping transparent objects in the RenderView with a test frame before rendering the sequence.

2. How deep does Redshift need to trace a glass of liquid?

Every surface a ray crosses uses one refraction step. The figure counts them for a single straight path.

FigureHow many refraction steps one ray uses in a filled glass
cross-section
liquid IOR ~1.33glass IOR ~1.5camera1air → glass2glass → liquid3liquid → glass4glass → airREFRACTION DEPTH NEEDEDStraight through the glass4 events+ ice cube inside+2 per cube wall pair+ second glass behind+4 moreReflections inside count tooCombined depth caps allRun out of depth and the ray ends early✓ Every surface a ray crosses uses one refraction step; a filled glass needs at least 4 for one straight pathMaxon's example: 8 panes of glass with thickness need a refraction depth of at least 16 to see through all of them
Camera rayGlass wallsLiquid
Schematic, not to scale; IOR values are typical

The ray refracts entering the glass, entering the liquid, leaving the liquid and leaving the glass: four steps before it reaches what is behind the glass. Ice cubes, a second glass, a bottle behind, or light reflecting inside the walls all add more. If Redshift runs out of depth first, the ray ends early and those areas render too dark. Maxon’s own example shows 8 panes of glass with thickness needing a refraction depth of at least 16 (Maxon: Render Settings, Basic).

Trace depthsRedshift render settings

Depth settings that decide whether glass looks right

From Maxon's Redshift render settings documentation.

SettingWhat it limitsFor glass and liquid
CombinedThe maximum for GI, reflection, refraction and volume rays together; individual depths above it are still capped by it.Raise together with Refraction.
RefractionHow many times a refraction ray can bounce or pass through objects.Count the surfaces in the deepest path you see; each glass with thickness needs 2.
TransparencyOpacity-based transparency, which is not limited by Combined and renders much faster than refraction.For cut-outs and labels, not for real glass.
Per-material overrideTrace depths can be overridden in the Optimizations section of materials such as the Standard Material.Give only the hero glass a higher depth.
Render timeHigher depths can greatly increase render times in scenes with many bounces; Maxon recommends using as few as you need.

3. How to set up glass and liquid in Redshift (step by step)

Settings checklist (copy or follow line by line):

Geometry ................ closed, thick glass; closed liquid pushed slightly into the wall
Redshift Standard Material (glass and liquid)
  Transmission .......... 1
  IOR ................... ~1.5 glass, ~1.33 water-based liquid
  Transmission color/depth  color build-up with thickness
  Thin Walled ........... only for single-sided surfaces

Redshift Render Settings › trace depth
  Refraction / Combined . enough for the deepest visible path
Lights
  Affected by Refraction  On
Objects that throw caustics  Casts Caustic Photons = On (off by default)

Step 1: Model closed, thick geometry

Give the glass real wall thickness and close both the glass and the liquid. A full refraction calculation needs closed, double-sided geometry; for single-sided surfaces such as a thin window, the Standard Material’s Thin Walled option is the alternative.

Step 2: Set up the materials

Use a Standard Material with full Transmission for both. Set typical IORs, around 1.5 for glass and 1.33 for water-based liquids, and use the transmission color and depth to control how color builds up with thickness.

Step 3: Model the contact

Push the liquid slightly into the glass wall rather than leaving a gap or snapping faces together, and check the result in the RenderView with a close-up of the contact line.

Step 4: Set trace depths

Raise Refraction and Combined depth to cover the deepest path visible in the shot, or override depth on the glass material only.

Step 5: Let light through

Make sure dome and area lights are allowed to bend through refraction (Affected by Refraction), and enable Casts Caustic Photons on objects that should throw caustics; it is off by default.

Quick check: if the liquid looks black or flat near the contact line, check for a gap or overlap with the glass wall, then raise Refraction and Combined trace depth.

4. Where should you render beverage and glass shots: SaaS or IaaS farm?

Deep refraction makes every frame heavier, so GPU speed matters. A SaaS render farm suits a finished, approved shot. An IaaS render farm such as iRender suits shots still being tuned: you open the scene on the render machine, test trace depths and the liquid contact in the RenderView, and render on the same multi-GPU server.

These videos show Cinema 4D and Redshift jobs on iRender multi-GPU servers.

On iRender you rent a whole server with 2x, 4x or 8x RTX 5090 or RTX 4090 GPUs, with Cinema 4D and Redshift pre-installed; Prime members get activated Cinema 4D and Redshift licenses. Related: Redshift car paint for product and automotive materials. Real render times are in our Redshift benchmark, and plans are on the Cinema 4D Redshift render farm page.

5. Liquid in Glass FAQ

Why does the liquid in my glass render with a dark outline?
Usually because the liquid and glass are modeled with a gap or with coincident faces, which adds extra refracting surfaces or confuses which surface a ray hits. Modeling the liquid slightly into the glass wall and relying on nested dielectrics avoids this, and a refraction depth that is too low can add dark areas too.

What refraction depth does a glass of liquid need in Redshift?
At least one refraction step per surface a ray crosses. A straight path through a filled glass crosses four surfaces; ice, a second glass or internal reflections add more. Maxon’s example with 8 panes of glass needs a depth of 16.

Does Redshift support nested dielectrics?
Yes, Redshift has supported nested dielectrics since version 2.0. Test how your Redshift version resolves overlapping transparent objects with a test render before committing to a sequence.

Why is my glass black in Redshift?
Most often the refraction or combined trace depth runs out before the ray leaves the glass. Raise Refraction and Combined depth, or override trace depth on the glass material only, and check that the glass geometry is closed and double-sided.

How do I get caustics through glass in Redshift?
Enable caustics in the render settings and turn on Casts Caustic Photons in the Visibility tab of the Redshift Object tag for each object that should cast caustics; the option is off by default.

Should I use transparency or refraction for glass?
Use refraction for real glass and liquid. Transparency (opacity) is much faster and not limited by the Combined depth, but it does not bend light, so it suits cut-outs and labels rather than solid glass.

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Kath Nguyen

Kath Nguyen works in customer support at iRender, helping artists move Blender and Cinema 4D projects to multi-GPU servers. She has written more than 140 articles for the iRender blog.
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