General questions about Indigo, the scene format, rendering etc...
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CarlosR26
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by CarlosR26 » Tue Jun 10, 2008 4:29 pm
daniel_nieto wrote:i did what you told me to do guys...
here's what i got
Se ve algo extraño debajo de la primera esfera...
¿cuanto tiempo lo dejaste renderizando?
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CTZn
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by CTZn » Tue Jun 10, 2008 4:51 pm
And what about precedence ? Because yes there is something strange, like if there was water into the spheres, is there ?
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PureSpider
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by PureSpider » Wed Jun 11, 2008 2:30 am
If the precedence of the spheres is lower than the water's one the spheres would disapper unterwater... Replacing, you know?
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Kram1032
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by Kram1032 » Wed Jun 11, 2008 3:17 am
I think, that one's just fine besides the missing normalsmoothing
- oh and negative-pixel-value-problems around the light sources....
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PureSpider
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by PureSpider » Wed Jun 11, 2008 3:42 am
Can you share that "water block" model?
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CTZn
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by CTZn » Wed Jun 11, 2008 4:08 am
PureSpider wrote:If the precedence of the spheres is lower than the water's one the spheres would disapper unterwater... Replacing, you know?
Yes I know, but what if they have the same precedence, as I'm asking ?
If you observe carefully the caustics, the messy one is refracted both by the sphere AND water surface, IMHO.
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Kram1032
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by Kram1032 » Wed Jun 11, 2008 4:23 am
I don't see any strange caustics... - and the spheres look fine too... - precedence errors used to look different... Here, the spheres are fully visible. Nothing strange.
(Also I can't really see water in those spheres...)
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CTZn
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by CTZn » Wed Jun 11, 2008 4:40 am
Mmm yeah now I realize there are 4 lights... was about to add that by definition a sphere can't have more than one focusing point, unless perturbed by another surface.
True, but for each light source
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daniel_nieto
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by daniel_nieto » Wed Jun 11, 2008 11:54 am
CarlosR26: lo que se ve extraño es que no le puse el normal smoothing por lo que se ven las caras del bloque de agua, esa extraña deformacion de las esferas que se ven debajo del agua, es por la curvatura de la superficie
CTZn: the precedence is different, the balls are solid, and dont have water inside, the material is Specular, transparent, IOR 1.2, Gain 100, precedence 11, and the water material has precedence 10...
the deformation of the spheres, isnt more than the effect made by the curvature of the water body, they are perfect spheres...
im attaching the whole scene....
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From México, Daniel Nieto .·.
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CarlosR26
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by CarlosR26 » Wed Jun 11, 2008 4:29 pm
daniel_nieto wrote:CarlosR26: lo que se ve extraño es que no le puse el normal smoothing por lo que se ven las caras del bloque de agua, esa extraña deformacion de las esferas que se ven debajo del agua, es por la curvatura de la superficie
CTZn: the precedence is different, the balls are solid, and dont have water inside, the material is Specular, transparent, IOR 1.2, Gain 100, precedence 11, and the water material has precedence 10...
the deformation of the spheres, isnt more than the effect made by the curvature of the water body, they are perfect spheres...
im attaching the whole scene....
Entiendo, gracias por la escena, estoy precisamente intentando lograr causticas debajo del agua...
¿Que metodo de render estas usando? ¿MLT, BiDir?
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Kram1032
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by Kram1032 » Thu Jun 12, 2008 1:35 am
@ CarlosR26:
Any chance you could at least try to write English, Carlos? - You can add a Spanish translation to the English text but this way you might miss something which isn't known by any Spanish speaker...
If I understand you correctly...
"Thanks for the explanation, so how exactly did you get those caustics in water?
Which render method did you use? Mlt? BiDir? (ad: Hybrid?, PT?)
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daniel_nieto
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by daniel_nieto » Thu Jun 12, 2008 5:03 am
CarlosR26 wrote:
Entiendo, gracias por la escena, estoy precisamente intentando lograr causticas debajo del agua...
¿Que metodo de render estas usando? ¿MLT, BiDir?
Translation:
I understand, thanks for the scene, right now im trying to achieve caustics under the water...
¿Which render method are you using? ¿MLT, BiDir?
////////////////////////
Im using both Metropolis and Bidirectional, hehehehe....
From México, Daniel Nieto .·.
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CarlosR26
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by CarlosR26 » Thu Jun 12, 2008 5:53 am
Kram1032 wrote:@ CarlosR26:
Any chance you could at least try to write English, Carlos? - You can add a Spanish translation to the English text but this way you might miss something which isn't known by any Spanish speaker...
If I understand you correctly...
"Thanks for the explanation, so how exactly did you get those caustics in water?
Which render method did you use? Mlt? BiDir? (ad: Hybrid?, PT?)
No problem my friend
Last edited by
CarlosR26 on Thu Jun 12, 2008 5:58 am, edited 1 time in total.
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CarlosR26
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by CarlosR26 » Thu Jun 12, 2008 5:54 am
daniel_nieto wrote:CarlosR26 wrote:
Entiendo, gracias por la escena, estoy precisamente intentando lograr causticas debajo del agua...
¿Que metodo de render estas usando? ¿MLT, BiDir?
Translation:
I understand, thanks for the scene, right now im trying to achieve caustics under the water...
¿Which render method are you using? ¿MLT, BiDir?
////////////////////////
Im using both Metropolis and Bidirectional, hehehehe....
I was playing with your blender file, and saw that you didnt use SSS for the water material, ¿any particular reason for that?
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Kram1032
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by Kram1032 » Thu Jun 12, 2008 6:17 am
Because water nearly doesn't have any scattering at all. It's barely visible
There IS scattering, but sooo shallow that you wont notice, usually.
http://en.wikipedia.org/wiki/Sub_Surface_Scattering - just so you know what it actually is
Thanks for the English
It's pretty good so I wonder why you didn't speak English from the beginning xD
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