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PostPosted: Sun Dec 10, 2006 9:25 pm 

Joined: Thu Nov 17, 2005 8:12 pm
Posts: 218
Location: Portugal
Hello all,
With the release of the new 3ds max plugin (07-Dec-2006), i came across of a nice and pretty fast
solution for showing caustics through glass/water.
Next i'll describe how i made this image (just SL 11 and some nice water caustics):

Image

This is how i did:

1- for the water i modeled it, then applied a noise modifier.(lets call it water01)
2- Next i applied a water material
3- Then i duplicated the water mesh (lets call it water02)
4- Unchecked 'visible to camera' option (object properties) for the water01 mesh
5- Then i applied an AGS material for the water02 mesh
Thats all... Hope you guys enjoy it.

(Maybe in the future Maxwell Render wil do this automatically for us...
It could internally do this as i described above)

Best regards,
Nuno


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PostPosted: Sun Dec 10, 2006 10:19 pm 
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Joined: Mon Jan 17, 2005 6:35 pm
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That looks wonderful. Very nice scene. Great tip. 8)

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PostPosted: Mon Dec 11, 2006 12:24 am 
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Great tip! Making water01 invisible to camera makes it still render the caustics produced by it and see through it at the same time.

It's a pity AGS does not produce the fresnel effect of water unless it has a refractive layer which will hide the caustics, right?

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PostPosted: Mon Dec 11, 2006 12:43 am 

Joined: Thu Nov 17, 2005 8:12 pm
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Quote:
That looks wonderful. Very nice scene

thanks :wink:
Quote:
Great tip! Making water01 invisible to camera makes it still render the caustics produced by it and see through it at the same time.

yes....thats the 'trick' behind all this
Quote:
It's a pity AGS does not produce the fresnel effect of water unless it has a refractive layer which will hide the caustics, right?

i guess you are right... but in situations like clean/crystal pool water, that isnt to much of a problem, imo. :D


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PostPosted: Mon Dec 11, 2006 1:56 am 
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nice trick, but i still prefere the gerets style + with your technic we cant see the pool depth deformation effect that should be generated from the ND 1.33 water...

Raph

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PostPosted: Mon Dec 11, 2006 1:56 am 
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Great tip Nuno!

Juan

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PostPosted: Mon Dec 11, 2006 2:30 am 
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Nicely done mate :)

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PostPosted: Mon Dec 11, 2006 8:20 am 
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Superbe tip !! :D :wink:

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PostPosted: Mon Dec 11, 2006 9:03 am 
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Very inventive! I think it only doesn't have total internal reflections but caustics and surface reflection.

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PostPosted: Mon Dec 11, 2006 3:18 pm 

Joined: Thu Nov 17, 2005 8:12 pm
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of course, this might doesnt work for every situation, but i think it works good enough for the above example.
glad you guys liked it :wink:


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PostPosted: Wed Dec 13, 2006 9:34 pm 
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Very nice tip! Thanks.

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PostPosted: Wed Dec 13, 2006 9:36 pm 
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Joined: Sun Jan 23, 2005 10:47 pm
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excellent tip. thanks a lot. :P

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PostPosted: Wed Feb 28, 2007 10:04 pm 
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Has anybody else had problems with their caustics looking pixelated? I'm using planes that are 200x200 faces and my caustics look extremely pixelated. Any help?

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PostPosted: Thu Mar 01, 2007 12:22 pm 

Joined: Thu Nov 17, 2005 8:12 pm
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Location: Portugal
misterasset wrote:
Has anybody else had problems with their caustics looking pixelated? I'm using planes that are 200x200 faces and my caustics look extremely pixelated. Any help?


try to use "subdivide" modifier with a size of 10cm (0.1m) and then "noise" modifier... if this isnt enough, use "mesh smooth" modifier.
i never run into this kind of issue. hope this help!

nuno


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PostPosted: Sat Mar 03, 2007 7:59 am 
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I can't doing that. :?

Nuno, can you share your scene file (.max) with just water and pool object and material ?

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