That is one sick glass indeed, I wonder if your drink tastes better in it?suvakas wrote:That glass render looks awesome !!

That is one sick glass indeed, I wonder if your drink tastes better in it?suvakas wrote:That glass render looks awesome !!
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<medium>
<name>indigoShader1_medium</name>
<precedence>6</precedence>
<basic>
<ior>1</ior>
<cauchy_b_coeff>0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>0.8000000119 0.8000000119 0.8000000119</rgb>
<gamma>2.200000048</gamma>
</rgb>
</absorption_coefficient_spectrum>
<subsurface_scattering>
<scattering_coefficient_spectrum>
<shader>
<wavelength_dependent>false</wavelength_dependent>
<shader>
<![CDATA[
def eval(vec3 pos) vec3 :
vec3(
if(
dist(pos, vec3(0.0, 1.5, 1.5)) < 0.6,
2.0,
0.0
)
)
]]>
</shader>
</shader>
</scattering_coefficient_spectrum>
<phase_function>
<uniform/>
</phase_function>
</subsurface_scattering>
</basic>
</medium>
<material>
<name>indigoShader1SG</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>indigoShader1_medium</internal_medium_name>
</specular>
</material>
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<subsurface_scattering>
<scattering_coefficient>
<shader>
<wavelength_dependent>false</wavelength_dependent>
<shader>
<![CDATA[ ... ]]>
</shader>
</shader>
</scattering_coefficient>
<phase_function>
<uniform />
</phase_function>
</subsurface_scattering>
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<subsurface_scattering>
<scattering_coefficient_spectrum>
<shader>
<wavelength_dependent>false</wavelength_dependent>
<shader>
<![CDATA[ ... ]]>
</shader>
</shader>
</scattering_coefficient_spectrum>
<phase_function>
<uniform />
</phase_function>
</subsurface_scattering>
OnoSendai wrote:In this image, a volumetric shader is controlling the absorption of the glass medium.
It's basically a continous blend between three different absorption colours.
The medium looks like this:
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<medium> <name>MedIndigo Material_mid0</name> <precedence>10</precedence> <basic> <ior>1.600000</ior> <cauchy_b_coeff>0.000000</cauchy_b_coeff> <absorption_coefficient> <shader> <wavelength_dependent>true</wavelength_dependent> <shader> <![CDATA[ def col(real t) vec3 : if( t < 0.5, lerp( vec3(100.0, 100.0, 1.0), # blue vec3(1.0, 100.0, 100.0), # red smoothstep(0.25, 0.35, t) ), lerp( vec3(1.0, 100.0, 100.0), # red vec3(1.0, 1.0, 100.0), # yellow smoothstep(0.65, 0.75, t) ) ) def eval(vec3 pos) vec3: col(e2(pos) * 6.0) # + fbm(pos * 100.0, 6) * 0.5 ]]> </shader> </shader> </absorption_coefficient> </basic> </medium>
My materials are getting old, I should review them thank you.arc en ciel wrote:thank's you very much, CTZn, for explanations, I really appreciate.
do you know that your Passionated http://www.indigorenderer.com/materials/materials/1005 is bugging in gpu mode :
GPU path tracing initialisation failed: clBuildProgram failed: CL_BUILD_PROGRAM_FAILURE
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