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They will be shown, but only if they are directly visible. Caustics seen through the refractive surface itself will not be.
For the spring service pack we are working in a solution for caustics that works well with the progressive sampler and can handle these cases much much better.
Best regards,
Vlado
Its a bout time to have a better caustic sollution. I'm so tired of having to change render engine to render efficiently my 9-10k caustic passes
The ocean displacement texture that comes with the phoenixFD demo is incredible. You might be able to use it for pool water if you dial it down enough.
Not pool water but Tommi from work created this for the evermotion challenge using this Ocean texture. The only 'shopped thing about the water are the large splashes near the water's edge and the grading tweaks...
Surely this would create awesome geometry for caustics...
They will be shown, but only if they are directly visible. Caustics seen through the refractive surface itself will not be.
For the spring service pack we are working in a solution for caustics that works well with the progressive sampler and can handle these cases much much better.
Best regards,
Vlado
Having to do caustics again and just wondered if there was any news on this Vlado? anything in the nightlies to test yet?
They will be shown, but only if they are directly visible. Caustics seen through the refractive surface itself will not be.
For the spring service pack we are working in a solution for caustics that works well with the progressive sampler and can handle these cases much much better.
Best regards,
Vlado
I'm curious as to if this solution would include some kind of photon overide for the light so instead of the photons for caustics being cast the same as the photons for diffuse etc you could control a cone that fires them much more tightly/specifically at an area ?
I've done that a few times. Turn off the water, render the caustics on black, camera project it back onto the object in an additive mode and render the full image with the water on.
This one is done with an approach similar to photon mapping, same as what V-Ray uses, with the caveat that the whole code is designed for just the specific case of the demo. But now that you mention it, I don't see why we can't use a similar approach for V-Ray. Will need to do some R&D - whether it will actually be useful in practice I don't know yet...
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