A little dispersion test.
Sweet Dispersion
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
Hi
A little dispersion test.
Furumaru
A little dispersion test.
very nice render...!!
What sort of lighting are you using for that. In my tests I've not been able to get the dispersion looking at funky as that.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
Here my diamond mat and lighting setup.
Furumaru
Just wait some time for the dispersion to show it's full beauty. At the beginning of the rendering the dispersion looks always weak but it becomes stronger over time. 
Very nice render !
I think that the geometry is very important to get nice dispersion/refraction.
As Octane is an unbiaised render, light follows the same path as in real world. Gems faces must be cut at the right angle, according to the IOR to allow full refraction of light. I mean that if a ray beam enter into the gem, if the angles of the faces don't create a perfect prism allowing the light to get out of the volume after N internal reflections, the gem will look dull, like a simple piece of broken glass...
So it is important to look at some references. There are many way of cutting a gem, and the angles and faces number can vary a lot, but there are precise rules, and they are different for each kind of gem (diamond, emerals, ruby...).
For example, a search with google with the keywords "diamond cut chart" gives many informations, and also an idea of the complexity of the task. :
http://www.google.fr/search?q=diamond+c ... d=0CCcQsAQ
I think that the geometry is very important to get nice dispersion/refraction.
As Octane is an unbiaised render, light follows the same path as in real world. Gems faces must be cut at the right angle, according to the IOR to allow full refraction of light. I mean that if a ray beam enter into the gem, if the angles of the faces don't create a perfect prism allowing the light to get out of the volume after N internal reflections, the gem will look dull, like a simple piece of broken glass...
So it is important to look at some references. There are many way of cutting a gem, and the angles and faces number can vary a lot, but there are precise rules, and they are different for each kind of gem (diamond, emerals, ruby...).
For example, a search with google with the keywords "diamond cut chart" gives many informations, and also an idea of the complexity of the task. :
http://www.google.fr/search?q=diamond+c ... d=0CCcQsAQ
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
