Make sure that the “Affect shadows” option for your water material is OFF.
The sunlight needs to be as focused on the pool as possible. Set the caustics search distance to something like 2cm, the max density to 0.2cm, and the max photons to 0, and see if anything comes out.
ok so changing caustics settings to 2 metres search distance and 0.2 metres max density has caused it to start calculating a slow caustics map as expected.
i didnt realise the settings as default could cause it to not generate -anything-
ok picture a full size indoor swimming pool with 8 large tubes punched through the cieling letting daylight in. ive put a rectangle light at the top of each tube with a directionality of .6.. they are about 1m x1m, and the pool is about 30m long.
thanks vlado, ive had some success in scenes like that ( caustics only underwater, single point light source)
-in my, and most other cases, its the reflected caustics i really need (on the ceiling/walls) , plus the lighting is from multiple sources with more area.
-one issue in the past has always been refracted caustics being much much brighter than reflected ones, with no way to control the balance between the two.. to get the caustics on the cieling the correct brightness, the ones underwater have to be thermonuclear.
could i do something with mtl override here?
in any case, id be happy just to get -some- caustics in my scene!
I think caustics reflected around the room just don’t happen that much in real life, which is why yours are barely visible/not showing up.
It’s a nice looking thing that everyone puts in renders, but if you look for photos of indoor pools (I just did a google search) I could only find one image that had any - and with the rest of the room lit up they were barely visible. for the most part you just some soft blue light from the underwater lights spilling out.
Have you tried rendering caustics as a separate pass and brushing them into area with a mask? think thats the only way you’ll get the control needed to have the reflected ones as bright as we like.
The problem for the scene was that the water was set to invisible for GI, and also as not shadow casting. Once I enabled these options, the caustics appeared, but they don’t really do anything interesting - the light sources just produce quite a bit of ambient light, which is not focused anywhere. If I create a single small sphere light and add some more interesting bump pattern on the water, I can get something more interesting, but I guess that’s not the point