Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: peterguthrie on 2022-04-22, 11:25:29

Title: Corona 8, caustics include/exclude
Post by: peterguthrie on 2022-04-22, 11:25:29
Hi Corona team!

Just trying out the corona 8 caustics include/exclude. I had hoped it would allow us to stop certain objects from generating any reflective or refractive caustics but that doesn't seem to be the case. It looks like it stops objects from receiving caustics? is that correct?

My hope was that include/exclude would be a way to massively speed up the calculation of caustics by limiting it to say, water, pool surfaces and surrounding walls, but excluding everything else. This is pretty much the way we work at the moment - but we have to isolate geo, render a caustics pass and then comp it over.

Can someone clarify how we should be using include/exclude?

thanks!

Peter
Title: Re: Corona 8, caustics include/exclude
Post by: maru on 2022-04-22, 13:26:27
Hi Peter,

Please check "Excluding objects from receiving caustics" in this article: https://support.chaos.com/hc/en-us/articles/4954589213457

It excludes objects from receiving the caustics calculated using our fast caustics solver.
You can also open the exclude dialog and switch it to "include". This will exclude everything else than the objects added to the list.


I had hoped it would allow us to stop certain objects from generating any reflective or refractive caustics but that doesn't seem to be the case.
To stop certain objects from generating caustics, you would need to:
- reflective caustics - plug a Corona Rayswitch Map into the reflectivity slot of a material with its GI color set to black. This can be tricky when using the Physical Mtl, so in that case it may be better to use a fully black material and a Corona Rayswitch Material rather than the Rayswitch Map.
- refractive caustics - disable the caustics checkbox in the material itself

Quote
My hope was that include/exclude would be a way to massively speed up the calculation of caustics by limiting it to say, water, pool surfaces and surrounding walls, but excluding everything else. This is pretty much the way we work at the moment - but we have to isolate geo, render a caustics pass and then comp it over.
This is exactly how it can be used. You exclude the objects on which you want the caustics to appear.

e.g. in the article I linked above there is a render of a bath tub where the water casts caustics on the wall - if the wall object is excluded, then it will not receive the unwanted caustics (but the bottom of the bath tub and all other non-excluded objects will).

I hope that helps!