
Caustics
Caustics
Does Indigo do caustics? Something like that:


- daniel_nieto
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- joegiampaoli
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actually, it does caustics better, than in that pic 
you also can add cbc (which is slow, but looks great)
That pic looks strrange:
as if this just was a plane with ripples on it.
no thickness -> beyond water, the cubes don't look different from above...
Indigo transparent stuff HAS to have thickness
you also can add cbc (which is slow, but looks great)
That pic looks strrange:
as if this just was a plane with ripples on it.
no thickness -> beyond water, the cubes don't look different from above...
Indigo transparent stuff HAS to have thickness
for this i used a single plane with NO thicknessKram1032 wrote:Indigo transparent stuff HAS to have thickness
manitwo,
While your image is cool looking, it doesn't look like sphere and cube are underwater. Caustics are cool, but less light suppose to go through the "water" surface and therefore objects that are below "water" line (including walls and floor) should darker (since they should get less light) than objects above "water" line.
While your image is cool looking, it doesn't look like sphere and cube are underwater. Caustics are cool, but less light suppose to go through the "water" surface and therefore objects that are below "water" line (including walls and floor) should darker (since they should get less light) than objects above "water" line.
cause thin glass has to have an entry and an exit point to look right.Kram1032 wrote:yes, that scene was some time back, right?
but after that, thee where many problems...
why the hell doesn't work thin glass, then, for example???
in my scene a entry point alone is enough.
no. i dont think it should be darker underwater - atleast for clearwater. if you want to make the water a little bit more realistic you could use a bit absorption or sss ... or bothmotorsep wrote:manitwo,
While your image is cool looking, it doesn't look like sphere and cube are underwater. Caustics are cool, but less light suppose to go through the "water" surface and therefore objects that are below "water" line (including walls and floor) should darker (since they should get less light) than objects above "water" line.
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