I am not sure if I’m asking the question correctly, but how can we simulate an actual 3D physical light inside Corona?
I have attached some samples to explain a bit of what I am trying to achieve.
Corona has a very good way to deal with lights that I am trying to in fact create a light source that actually bounces and produce those rays of light that we got on real life, instead of using planes/spheres etc.
I saw a very good examples on past from Fryrender (Arion today) and I am just wondering if I can get some instructions for that?
You probably mean caustics.
It does work by default in Corona but to make it render faster, just place a glass object in your scene, add a light and switch renderer from “progressive” to bidir or vcm.
In fact, I am testing while I’m writing, and the only difference I can notice is that I got already I high number of passes and the image is very noisy.
What I am trying to achieve is pretty much the light effect of what you got from my first post (obviously I wont get the same as I don’t have the same geometry, light etc but I don’t even get the caustics usual behavior).
If you see the attached image, you will notice that I got a chandelier on top, which has sphere light (and some objects with Emission), but I got nothing even close to caustics. Those lamp shades I won’t expect much from them, but I am still believing that the sphere Light inside the lampshade should for some reason react differently with the glass bellow. I am not an expert on that, I’m learning Corona but for me doesn’t look right. Those two images are done on progressive render and I don’t think is worth to post any bidir/vcm as they came out VERY noisy therefore I haven’t save it. (I’m taking a night shot as we speak, on progressive again).
I might be wrong, but these glass things under lamp shades doesn’t look like they have thickness. One must have correct geometry, materials and render settings in order to get caustics. And if you want caustics in progressive mode, make sure MSI is set to 0.
What is the difference between progressive and bidir/vmc? I cannot achieve even near the quality of progressive once I switch to bidir, something must be wrong…