get caustics

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terold
Posts: 6
Joined: Tue Dec 08, 2015 10:01 am

Hi everyone,

I am kinda new in here, but I hope you can help me.

I am running on the 3D Studio Max Plugin, and I am trying to get some proper caustics. I read to get caustics we have to use PMC, one light emitter, but still, i can't get any caustics in my render and i don't see why. Please enlight me.

Here is my test scene with just a shadow from the glass. i read somewhere to uncheck "fake shadow" right?
Image

and here are my settings for kernel and material:
Image

Some thoughts?
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bepeg4d
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Location: Italy
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Hi,
Firstly you need to activate the "fake shadow" option, than you need a tiny light source to reduce the blurriness.
Then, in the kernel settings, reduce the Parallelism to 1 and rise back the GI Clamp (this parameter cuts the coustics).
I hope to have not forget anything :roll:
ciao beppe
terold
Posts: 6
Joined: Tue Dec 08, 2015 10:01 am

Thanks for the reply. This is what I get with your setting:

Image
terold
Posts: 6
Joined: Tue Dec 08, 2015 10:01 am

For the record, my system unit scale is: 1unit fo 1 millimeters
I know there are some trouble if you use the wrong unit scale, so I also try 1 unit for 1 meters, and it doesn't look better.
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bepeg4d
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mmm, the shadows seem still way too soft, there is surely an issue with the scale :roll:
How big is your light source?
Please, try this, disable the emitter and use the physical sky, you should see a big difference in terms of shadow and coustic sharpness.
ciao beppe
terold
Posts: 6
Joined: Tue Dec 08, 2015 10:01 am

It looks to works with a day light:
Image

Thanks!
But I am not a huge fan of the octane day light, I had a better control and a better look with the octane light. You guys always use daylight for caustics render?
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nuno1980
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Posts: 808
Joined: Sat Dec 18, 2010 10:04 pm

Welcome to terold! :)

You're interested caustics. And I also! :D

What's your videocard?

If you're interested REAL-LIFE, then you should:
--> glass material
- disable "fake_shadows"
- enable dispersion 0.005* -> therefore, ior original 1.500 -> change to 1.483** ior dispersed

--> PMC settings
- set maxdepth 16 (both diffuse and specular)
- parallelism 1 for appear caustics earlier
- keep to disable "caustic blur"
- change to max GI clamp
- if your great area of light emission then change to ~8,000 samples per pixel (spp) or if it's sun on earth then set 100,000~150,000-spp at 1002x602 (resolution screen)


* -> formula of dispersion conversion: (n_d - 1)/v_d*((0.48613^2*0.65627^2)/(0.65627^2 - 0.48613^2)) = dispersion coefficient
n_d - it's ior
v_d - it's abbe number

** -> formula: ior_orig - 10/3*coef_disper = ior_disper

IMPORTANT: Any specular material ALWAYS has dispersion at real-life. ;)

If you've any doubt then you can contact me. ;)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

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bepeg4d
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terold wrote:It looks to works with a day light:

Thanks!
But I am not a huge fan of the octane day light, I had a better control and a better look with the octane light. You guys always use daylight for caustics render?
Hi,
as I told you, there is a problem with your scale settings, the physical sun is like an infinite point light so you should have coustics even if the scale is wrong. In theory, with a correct scale, you should obtain almost the same effect with an emitter of 1 or 2 cm ;)
ciao beppe
terold
Posts: 6
Joined: Tue Dec 08, 2015 10:01 am

Thanks nuno, i go to try your settings right away!
and about my videocard, it is a geforce GTX760.
terold
Posts: 6
Joined: Tue Dec 08, 2015 10:01 am

It works really fine. Acutally, I had to use IES light for a better render and caustics works.

Image
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