Pool Caustics Test

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telemmaite
Licensed Customer
Posts: 77
Joined: Tue Jun 01, 2010 7:50 am
Location: Sofia,Bulgaria

The only difference is that i subdivided(simple subdiv not Catmull-Clark) the mesh 3-4 more times.
As you see the difference in caustics is HUGE.The first image is made using Photonmapping with Yafaray (real quick and low quality) Just for reference. Also i used Catmull-Clark sudiv for the Yafaray reference so its just a little different.
Attachments
water5.png
water3.png
water2.png
i5 2500K 4.7Ghz | Ram 4GB 1600mhz Kingston | Palit GTX 470 | Win7 64x | Octane with Blender 2.59
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cornel
Licensed Customer
Posts: 132
Joined: Sun Nov 14, 2010 11:31 pm
Location: Munich, Germany

very interesting.
more detail, please. Could you show a close-up of the surface noise you used and its tessellation?
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telemmaite
Licensed Customer
Posts: 77
Joined: Tue Jun 01, 2010 7:50 am
Location: Sofia,Bulgaria

I used the sculpt brush not a noise texture for displacement. But this is irrelevant the key is that the tessellation is 3-4x degrees higher. I did not save the scene...i would post it otherwise but i can recreate it for you. The caustics are working more than nice but in such a close space when light sources can be located easily. Im currently trying larger scale pools not a tiny box. No luck so far though :cry:
Attachments
High poly simple subdiv(4x)times.
High poly simple subdiv(4x)times.
Low poly simple subdiv.
Low poly simple subdiv.
i5 2500K 4.7Ghz | Ram 4GB 1600mhz Kingston | Palit GTX 470 | Win7 64x | Octane with Blender 2.59
telemmaite
Licensed Customer
Posts: 77
Joined: Tue Jun 01, 2010 7:50 am
Location: Sofia,Bulgaria

Just a heads up that is possible and available with other renders -> Unbiased sun-pool caustics.
http://www.thearender.com/cms/index.php ... ur/38.html
i5 2500K 4.7Ghz | Ram 4GB 1600mhz Kingston | Palit GTX 470 | Win7 64x | Octane with Blender 2.59
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