Author Topic: Caustics playground!  (Read 45304 times)

2019-04-29, 13:59:53
Reply #60

Frood

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What you mean by this?

You cannot use simply "For compositing" currently like for shadows (and reflection to some extent) because the shadow catcher alpha does not respect caustics. So you would need the CShading_Caustic pass + additionally any arbitrary object mask to have caustics properly prepared for compositing on matte shadow catcher objects.


Good Luck



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2019-04-29, 17:47:27
Reply #61

Tanakov

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Is this known limitation that when you use Volumetrics with caustics the render goes black as soon as caustics kick in?
This looks like a bug. Could you please provide a scene for us?

If I will be able to reproduce it then yes, but its the same scene that Maru has from me. Just added some mist to check how do they work and as soon as caustics kicked in WABANG it goes black.
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2019-04-29, 19:10:23
Reply #62

Fluss

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I'm impressed !


2019-04-30, 07:57:06
Reply #63

Giona

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Quick test with reflective caustics on my mountain bike frame that I'm modeling.
I'll try on larger and more complex scenes later..
So far, I'm impressed!



2019-04-30, 12:18:58
Reply #64

Giona

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Is there a way to exclude a reflective object from the caustics calculation?
I think it could be usefull to have a caustic button like for the refraction, but for reflective caustics. In this way we can optimize a huge scene..


2019-04-30, 16:27:56
Reply #65

maru

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Is there a way to exclude a reflective object from the caustics calculation?
I think it could be usefull to have a caustic button like for the refraction, but for reflective caustics. In this way we can optimize a huge scene..
Currently only by using the RaySwitch material (with black or otherwise non-reflective GI slot).
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2019-04-30, 17:36:49
Reply #66

Giona

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Is there a way to exclude a reflective object from the caustics calculation?
I think it could be usefull to have a caustic button like for the refraction, but for reflective caustics. In this way we can optimize a huge scene..
Currently only by using the RaySwitch material (with black or otherwise non-reflective GI slot).

Ok, thanks!

2019-04-30, 21:44:59
Reply #67

sprayer

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What you mean by this? Currently caustics should be displayed on shadowcatcher? Is this something that you don't want? Or is it just not working?
To my scenes above caustic was not works with shadowcatcher, as i was used photos as background.

And yes it produce too much white noisy bounce on complex material with bumps like ice for example as Nekrobul said

2019-05-01, 16:16:47
Reply #68

quadrays

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Prism Trap technical feature

/adaptivity off/

« Last Edit: 2019-05-01, 16:24:31 by flameimage »

2019-05-02, 19:55:04
Reply #69

FrostKiwi

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I'm in love :]
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2019-05-03, 02:24:49
Reply #70

Tanakov

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I'm in love :]


This one was a good test, too bad that it's conducted on an object with "flat" mesh. But still looks cool
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2019-05-03, 04:54:43
Reply #71

FrostKiwi

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on an object with "flat" mesh
What does that mean?
The Teapot is no a single-sided polygon, it has thickness, if that's what you mean.
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2019-05-03, 11:39:55
Reply #72

Fluss

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I guess he meant a more bumpy surface to get more funk in the caustics :)
Nice test tho

edit : typo
« Last Edit: 2019-05-03, 20:36:15 by Fluss »

2019-05-03, 17:35:04
Reply #73

mferster

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This one was a good test, too bad that it's conducted on an object with "flat" mesh. But still looks cool

The caustics aren't affected by bump maps. Bump on left, displacement modifier on right.

2019-05-04, 02:41:32
Reply #74

Ondra

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This one was a good test, too bad that it's conducted on an object with "flat" mesh. But still looks cool

The caustics aren't affected by bump maps. Bump on left, displacement modifier on right.
we fixed it already, will be included in some daily build soon
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