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Underwater Caustics

Posted: Sun Sep 18, 2011 8:49 am
by mac
Hey all?

How would you create decent looking underwater caustics? Is there a way to use Gobos or similar maps to affect light intensity; that would be my first guess to create the effect, but I can't seem to get it work.

Thanks,

Re: Underwater Caustics

Posted: Mon Oct 03, 2011 10:53 pm
by abreukers
hi,
I have moved your question to the 'Resources and Sharing' forum as you might get more tips from there... cheers

Re: Underwater Caustics

Posted: Tue Oct 04, 2011 1:15 pm
by radiance
Currently sunlight does not cast caustics in this way.
You need to use an HDR and place a sphere or disc (low poly) at a large distance so simulate a sun with an area light, then render with PMC.
You just need to displace the water geometry for wind/motion first, then export to octane and render.

Re: Underwater Caustics

Posted: Thu Oct 20, 2011 10:15 pm
by telemmaite
I am also trying to get any underwater caustics using emitter + hdri. No success . Can you show me at least some that had achieved the result with octane?

Re: Underwater Caustics

Posted: Thu Oct 20, 2011 11:36 pm
by cornel
dude, you´re crazy. I highly suggest to use a different approach:

Render your scene in octane without caustics.

Now generate a caustic texture in the desired resolution. Still frame or as a loopable animation.
Use this tool to accomplish the task easily:
http://www.dualheights.se/caustics/
it´s also available in a "free" version.

Back in your 3D core app:
Apply this caustic texture to your geometry using projection mapping (from above).
Render the scene conventionally as separate pass/layer and screen/lighten/add this in post over the image you got from octane.

done. :geek:


edit:
oh, I see that the free version of the caustic generator supports only a resolution of 512x512.
So better use some texture-tiling or get in touch with the pro-version.

I did a quick 10-minute example: check out the attachment.