You can now create a Vray material for rendering dispersion. Notice the additive mode, which in this case should be physically acceptable.
Using this material on a ‘diamond shaped’ object: (some glows and stars from photoshop) The small change in ior gives a subtle color change in the material.
another thumbs up to chaos for sneaking in these “silly” small things, which make a huge difference in the right hands
I was SO frustrated by max trying to recreate it
5 as reflection/refraction max depth is too low to see any diffraction.
Especially with “reflect on back side” on, rays would be trapped in, and show the BG.
In my tests 15 is a good dept to improve the diffraction presence without changing IoR spread.
And maybe lower a bit refraction cutoff to let the softer tones come through (0.003 or similar?)
Also, i found it best to avoid very bright light sources, as when diffraction occurs, the rays are fairly energetic and tend to show colorful, and meaningless, speckles around the object, making it hell for the AA to clean it.
@Morbid Angel: that example is very exaggerated, and doesn’t look very real to me. I was after a crystal material like shown here
@Lele: you’re right about those numbers, they need to be higher to get more realistic results
@Chris: I am afraid that the normal blend does not work like you said. If you are sure however, please show me how it is done
here’s another test with ior varying from 1.48 to 1.52, so more dispersion. As you can see it works fairly well for the ball , but for the pyramid we should need more steps:
only drawback with this blend material is the fact that shadows become black. Here the rendering without dispersion:
Running this creates a 7 colours spectrum diffractive material, with a ior spread of 0.03 in the first mateditor slot.
Slight issue: when i turn “shellac mode” on, the editor slot takes a ZILLION years to render the sample…
Can anyone else confirm this?