Volumen Causic

Feature requests, bug reports and related discussion
Sebastian
Posts: 156
Joined: Wed Feb 28, 2007 9:16 am

Post by Sebastian » Fri Apr 13, 2007 11:42 pm

Here, u. can have the .blend file. Hope you can get the fault !
Attachments
im1176398634.jpg
im1176398634.jpg (134.08 KiB) Viewed 4496 times
P-Media.rar
(95.42 KiB) Downloaded 256 times

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Sat Apr 14, 2007 12:32 am

Hmpf... it's really no help for me, I don't use blender :?

But obviously the ior is set to 0 for the prism... I think you tweaked a material wich is not applied to the geometry and used another instead :)

Try to destroy unused materials in your scene and see !
obsolete asset

sprocket
Posts: 49
Joined: Wed Aug 09, 2006 7:05 am
Location: UK

Post by sprocket » Sat Apr 14, 2007 4:17 am

Hello,
You need to set the prism to have a higher precedence than your media, for example media precedence =10, prism precedence =15, also you might want to turn down your cauchy coefficient to something like 0.013, as your value of 0.5 is very unrealistic and probably a bit extreme for the precise reflections you need :D
I think thats it, you probably need to adjust the position of the prism a bit but it looks as if it will be ok...!
Funnily enough i made a similar scene yesterday morning and had exactly the same problem :P, but mine is not quite as inventive as yours hehe! heres what yours looks like after i made the changes above, couldnt let it render for too long as ive got another render cooking atm (the prism below).
Good luck man!
Attachments
Funky colours!.jpg
Participating media after a couple of minutes, evidence of some tasty dispersion...!
Funky colours!.jpg (365.6 KiB) Viewed 4468 times
my prism.jpg
My somewhat less inventive experiment after 2 hours or so
my prism.jpg (224 KiB) Viewed 4468 times

Sebastian
Posts: 156
Joined: Wed Feb 28, 2007 9:16 am

Post by Sebastian » Sat Apr 14, 2007 4:40 am

Woooa !! ^^ THX !!

But wtf is the precedence parameter ??

sprocket
Posts: 49
Joined: Wed Aug 09, 2006 7:05 am
Location: UK

Post by sprocket » Sat Apr 14, 2007 4:46 am

Basically, if two different objects with a specular/medium material occupy the same space, indigo considers the object with the higher precedence to be the one occupying the space.
eg a small sphere of liquid inside a large glass sphere requires the liquid to have a higher precedence or indigo will just assume that the whole volume is made of glass and ignore the liquid :?
erm yeah :D precedence control is in the specular mat in blendigo, its underneath the 'tranparent' button.
hope that helps! :)

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Sat Apr 14, 2007 5:51 am

OMG! Precedence... I totally forget about that !

Nice job sprocket !
obsolete asset

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Sat Apr 14, 2007 6:17 am

Nice ! How do you model those light beams? Any tips?

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Sat Apr 14, 2007 6:31 am

Woo dispersive participating media caustics!!!

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat Apr 14, 2007 8:29 am

but

IoR 0 isn't possible and I guess, it should be higher than 1....
shouldn't it?


percedence D'oh! xD

you find it in blendigo on the right top of the specular material shader ;)

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Sat Apr 14, 2007 10:13 am

Kram1032 wrote:but

IoR 0 isn't possible and I guess, it should be higher than 1....
shouldn't it?
Yes it should, my mistake :)
Last edited by CTZn on Sat Apr 14, 2007 11:16 am, edited 1 time in total.
obsolete asset

Sebastian
Posts: 156
Joined: Wed Feb 28, 2007 9:16 am

Post by Sebastian » Sat Apr 14, 2007 11:08 am

Quote: Woo dispersive participating media caustics!!!
That's high level rendering !!!

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat Apr 14, 2007 8:29 pm

yeah!

sprocket
Posts: 49
Joined: Wed Aug 09, 2006 7:05 am
Location: UK

Post by sprocket » Sun Apr 15, 2007 8:40 am

OnoSendai wrote:Woo dispersive participating media caustics!!!
Better than DOF? :lol:

@ suvakas: Basically just model the same way as for the normal prism that Ono posted waaaay back. You need prism with the correct ior and dispersion, and a light shining down a loooong hollow cuboid to try and simulate a sort of parallel light beam effect through a rectangular slit. Pop the whole scene inside a cube with a fairly low sss material to get visible light beams. In my scene I also put it all in a 'room' with very dark diffuse walls, dunno if it helped but it seemed to speed things up! Hope thats what you were after :D

Posted a longer render in the WIP forum so as not to hijack this thread!

@Sebastian: Really looking forward to seeing your final render now :D

User avatar
matt
Posts: 15
Joined: Tue Nov 14, 2006 3:48 pm
Location: Michigan, USA

Post by matt » Sun Apr 22, 2007 3:50 pm

These are some pretty impressive caustics here. I thought I'd get in on the action too. I set up a nice mirror box and was going to let the light bounce around in there for awhile, but I can't seem to get the beam to bounce off the mirror walls. I've tried both a high ior specular and a high ior, high exponent phong, but neither have worked. I would appreciate any help with this.
Attachments
im1177167695.png
As you can see the beam is not bouncing off the wall. This has been rendering on one core for about 12 hours.
im1177167695.png (624.69 KiB) Viewed 4269 times
myreflector3.rar
Here's the blend if anyone wants to check it out.
(41.89 KiB) Downloaded 260 times

Post Reply
29 posts

Who is online

Users browsing this forum: No registered users and 4 guests