Caustics

General questions about Indigo, the scene format, rendering etc...
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suvakas
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Post by suvakas » Wed May 23, 2007 2:31 am

Wow neepneep! That "sss water" looks great!

I also made one half filled cornell a while ago. I guess i don't have sharp caustics because the light source is too large.
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Kram1032
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Post by Kram1032 » Wed May 23, 2007 2:35 am

yes, for sure!
try a cylindral cone, that is a perfectish mirror, with a lightsource inside, that has a lens beyond it :D
will give great effects, I guess.
100% of the scene is indirectly lit, so, definately use Metropolis, in that case ;)

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Post by motorsep » Wed May 23, 2007 5:21 am

suvakas,

cool, very nice too!
So would anybody share tips/tricks/workflow/scenes maybe? please!

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CTZn
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Post by CTZn » Wed May 23, 2007 10:09 am

Well motorsep, first you have to model a similar box :)

What version of Indigo are you using ? Can you use medium already ?
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neepneep
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Post by neepneep » Wed May 23, 2007 10:43 am

Here's an update, i'm still rendering it at 1200x1200 so it is still very noisy...

Also, in order to view into both mediums (air & water), you need to chop the end of the water mesh off and then put the camera as in the pic below....

I made the ripples with a displacement map from Blender's wood texture.

Also this scene seems to make Indigo 0.8 stable crash for some reason but 0.8 test 3 renders fine.
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Last edited by neepneep on Wed May 23, 2007 11:41 am, edited 1 time in total.

neepneep
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Post by neepneep » Wed May 23, 2007 10:50 am

Oh yea, and the water settings:

Code: Select all

<medium>
		<name>Water</name>
		<precedence>9</precedence>
		<basic>
			<ior>1.33</ior>
			<cauchy_b_coeff>0.003</cauchy_b_coeff>
			<absorption_coefficient_spectrum>
				<rgb>
					<rgb>0.18 0.036 0.018</rgb>
				</rgb>
			</absorption_coefficient_spectrum>
			<subsurface_scattering>
				<scattering_coefficient_spectrum>
					<uniform>
						<value>0.12</value>
					</uniform>
				</scattering_coefficient_spectrum>
				<phase_function>
					<uniform/>
				</phase_function>
			</subsurface_scattering>
		</basic>
	</medium>
	<material>
		<name>Water</name>
		<specular>
			<transparent>true</transparent>
			<internal_medium_name>Water</internal_medium_name>
		</specular>
	</material>

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suvakas
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Post by suvakas » Wed May 23, 2007 6:19 pm

Hmm..correct me if i'm wrong, but if you cut off one end like this, then it's still a single plane solution. Isn't it?

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CTZn
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Post by CTZn » Wed May 23, 2007 11:58 pm

Same question here. If you chop the end in front of the camera then lines won't be optically broken by refraction when they dive below water level. Actually if you want a sharp edge in front of the camera for water you can chop that side, but then refill it with a plane (aka extrude edges down+splitmodifier).
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neepneep
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Post by neepneep » Thu May 24, 2007 12:10 am

I think you're right Suvakas & ctzn :?

Next time around I will try using a closed mesh but with a glass pane overlapping on one end (like an aquarium)

edit: This way works much better, I don't know why I didn't just do this to begin with :D It works the same way that Ono prescribed for a glass of water.
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suvakas
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Post by suvakas » Thu May 24, 2007 12:45 am

Yeah, seems promissing. :wink:

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Kram1032
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Post by Kram1032 » Thu May 24, 2007 1:34 am

that may be the best solution :D

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CTZn
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Post by CTZn » Thu May 24, 2007 1:44 am

+1
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neepneep
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Post by neepneep » Thu May 24, 2007 9:45 am

Once step closer... :x

The glass pane is way to thick (like seaworld aquarium glass thick) so now I retry it with super strong 5 mm thick glass and more water.
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CTZn
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Post by CTZn » Thu May 24, 2007 10:19 am

Me wanting ducky to float :roll: :oops:

Seriously I believe the effect would be stronger if you put an object both above and under water...
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OnoSendai
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Post by OnoSendai » Thu May 24, 2007 3:46 pm

No need for the glass pane :)

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