Underwater (volumetric caustic)

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bicket
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I just manage to have a similar result with Scatering and specular but it's very very long to converge.
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matej
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Some phenomena are just not viable for GPU bruteforce rendering. The tests here looks nice, but are still very noisy for the render time spent on a ~1000USD piece of hardware... Converging to a clear (production quality) solution would take exponentially more time.
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nildoe
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Gabriele what is Participating Media? and what does that have to do with volumetric caustics?

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bicket
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Participating media means Medium I think
check this : http://render.otoy.com/forum/viewtopic.php?f=21&t=9380
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Jani
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Karba could you please explain how you did this? or upload the scene? I've spent literally ~10 hours now trying to achieve this effect and I'm getting nowhere...

If you can;t do neither maybe at least settings? - sun power, unit system, how big is the water, is the water a volume, is camera underneath the volume or inside it?, is there volume within a volume?(one for water one for sss), is this 2 seperate renders?(one for rays, one for ambient water), what is the setting on the translucent material?, what is the setting on medium node?, what is the setting on schlick parameter?

I would be really grateful if you could either answer these questions or simply post the scene...

Thank you.
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Elvissuperstar007
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+1111 scene
Сцена не помешает, лучше выкладывать подобное. Народ не шарит как такое создать
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Jani
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Okay after about 15 hours of straight trying, I have managed to come to a result looking similar to Karba's, albeit from a different angle.

I might post my scene after I do some more tweaking if anyone wants it :)
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underwater caustics.png
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xxdanbrowne
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@Jani: Yes Please. Caustics are pretty interesting but so hard to get working. So far I've just about managed reasonable SSS skin and Transmapped hair on characters but my set props - stone, wood, glass, water, metal etc are all pretty poor so far so I'd love to see how you did it.
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