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Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 12:55 am
by PhilBo
Just playing around with an old scene. A nice demonstration of caustics in Octane. 5 Minute render.

Slight noise reduction in Paint Shop Pro.
ubuntu_nr.png
Thanks for looking.

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 1:52 am
by Bulwerk
Beautiful! nice caustics indeed.

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 3:04 am
by simmsimaging
Those caustics are possible in the current release of Octane? I didn't think that was possible yet.

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 8:31 am
by FamilyGuy
Where is the trick? Octan do not support caustics yet.

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 9:14 am
by matej
FamilyGuy wrote:Where is the trick? Octan do not support caustics yet.
Ofcourse it does, just not "efficiently"

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 9:51 am
by Chris

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 12:41 pm
by PhilBo
You must use Path tracing and the light source should be very bright and small. I've had the best luck with a certain few HDRI files.

The ones in thread are rendered with the Ennis probe from http://gl.ict.usc.edu/Data/HighResProbes/

Here's another one.
ubuntu2_nr.png
Not as much focus on the caustics, but I liked the mood. Same scene just move the camera and adjusted the camera imager options.

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 1:18 pm
by PhilBo
Here's one with a single mesh light. Caustics are still present but it took longer (over 30 minutes). Again, caustics will be improved in Beta 2.3 v6 when the radiance implements his sampling technique.
ubuntu_meshlight.png

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 3:18 pm
by simmsimaging
That's great, thanks for sharing the other shots. Just need actual absorption and Octane will be looking very good for liquid and glass renders.

B

Re: Glassy Ubuntu Logo

Posted: Mon Oct 04, 2010 3:21 pm
by Daniel
Just out of curiosity... Radiance said that the new algorithm wouldn't be based on any scientific papers... So what are you actually basing it on? I'd be interested to know the works behind it.