Volumen Causic
Volumen Causic
After some tests I give up hope....
Does anyone knows how to render a Volume Caustic with indigo.
Here are my settings and my (bad) result.
Does anyone knows how to render a Volume Caustic with indigo.
Here are my settings and my (bad) result.
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- scr.jpg (238.15 KiB) Viewed 16834 times
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- V-Caustics.jpg (328.45 KiB) Viewed 16834 times
first: you should use specular if this shall be a perfect mirrior 
2nd:The ball in the middle is the SSSball?
You should make it as big as possible, I guess...
It should be a .sphere and the cam should be inside the sphere.
PLEASE add a screen of your balls settings
the SSSmat is important.
It doesn't look bad, btw.
I don't really think, that anything is wrong, but you need more time
2nd:The ball in the middle is the SSSball?
You should make it as big as possible, I guess...
It should be a .sphere and the cam should be inside the sphere.
PLEASE add a screen of your balls settings
the SSSmat is important.
It doesn't look bad, btw.
I don't really think, that anything is wrong, but you need more time
Caustics like that:
http://www2.indigorenderer.com/joomla/i ... emId=10409
now it looks much better. But I've still no caustic "behind" the Glass Sphere
http://www2.indigorenderer.com/joomla/i ... emId=10409
now it looks much better. But I've still no caustic "behind" the Glass Sphere
- Attachments
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- im1176382495.jpg (470.74 KiB) Viewed 16810 times
It shouldn't clear up fast, if EVERYTHING's reflected (white) but if a part is reflected, it should be ok.
In the void, many rays may just hit once nd don't get away much noise....
In a pure white room, as opposit, all the rays will be reflected as many times as you set them... THEN it also will need longer, as the computer let the ray bounce as many times as needed to get the limit. If you wouldn't define a limit (which can't be done anyway), you'd get an infinte loop and the first ray would fly though the scene for ever, without letting the computer start with the next one...
In that case, it should even need longer to clear up.
In the void, many rays may just hit once nd don't get away much noise....
In a pure white room, as opposit, all the rays will be reflected as many times as you set them... THEN it also will need longer, as the computer let the ray bounce as many times as needed to get the limit. If you wouldn't define a limit (which can't be done anyway), you'd get an infinte loop and the first ray would fly though the scene for ever, without letting the computer start with the next one...
In that case, it should even need longer to clear up.
Are you sure the ray is passing through the prism, and not behind ? I guess everything is strictly parallel in your scene, but as the result is not what was expected...Sebastian wrote:IOR is 2.75 so it HAS to deflect the Rays !
That's odd, could you post the material settings for the prism (xml/igs wise) please ? There must be something wrong !
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