You’re doing it right, but you need a strong enough map to be able to see the reflection caustics. For a glass object, if you only use HDRI for lighting, and the shadows underneath the object are colored (read: lighter then with a non transparant object), then this is because of refraction caustics from the enviro map.
GI caustics are never really visible, they just lighten up an area very smootly, but you can see them if you compare the render to one with GI caustics unchecked. If you have a very detailed HDRI map with very strong small lightsources in it, then you will have more pronounced GI caustics from that map.
I had come to the same conclusion, but wasn’t quite sure about it.
I even tried to increase the multiplier on the VRayHDRI map, and Environment, but only got that subtle effect you said.
Now I’ll try to find a better HDRI (actually, I’m using the one you shared with us ).
If I have something nice I’ll upload it to the image gallery.
ufizzi produces some nice caustics, rotate it vertically for a bit more interesting angle of the light.
But remember that GI caustics can only get as sharp as your highest irradiance map setting, and sharpness also depends a lot on settings like the color threshold. Try rendering the same scene with irradiance map and direct comp and you’ll see what I mean.
I was experimenting with it this afternoon, and the best pics came with the uffizi and galileo maps.
And I also managed to realize the effect of Color Treshold on a trial&error basis :). But a 0.01 value still didn’t contribute too much.
Why do you want caustics from GI? Isn’t there a way to make a ‘caustics only’ light or something in vray? So you could have caustics from a direct light, without the light contributing to the lighting or shadowing of the scene. maybe render with light on, save photon map, switch light off and render again with saved photon map?
You will never get them with hdri. if you would render caustics with a normal vray light with a huge area, you will also get very smooth patterns, because the light is coming from a large region. Same with hdri, you’ll need a very good and very high resolution map!