advanced rendering for AutoCAD
what is todays state of affairs?
I need to have nice water:
On one hand, I think of caustics, on the other I would like to use SSS - but it was said these two do not go along well - what approach to employ?
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The size of the pool is almost certainly the problem here in terms of getting any sharp caustics. It may take thousands of passes or it may never happen. I don't really know-- but we're definitely pushing the limits of the alogorithm here.
A few of the images exhibit artifacts that are due to coincident surfaces-- those we be the weird dark geometric patches on the bottom of the pool-- not the nice blurry shadows. Using a region instead of solid for the water surface will get rid of those.
I would use transparency of 1.0 for the ocean, BTW-- just make it very dark.
Roy, you consider that water is always pure, but when the water is troubled, dirty, or if it's "Pastis" (aniseed alcoholised french drink) ;o), you have to reduce the transparency or add some blurriness (dispersion? translucency? SSS?). What is the physical parameter to modify?
I discovered that when I move the blurriness slider in transparency tab, it move in the same time the sharpness slider in the reflection tab... right?
Yes-- blurriness and sharpness are inversely linked. This is modeling a surface phenomenon. It's more useful for modeling sand-blasted or etched glass (or translucent plastic.)
A glass of pastis exhibits sub-surface scattering. It's similar to milk in that it's a high-albedo material, where the ratio of scattering to absorption is high. These materials are very difficult to model. I suspect our current SSS implementation will have a lot of trouble with it. If you want to try, set the Scattering high and the Absorption to zero. Use a nearly white color and perhaps reduce the transparency a bit. Pastis and milk have sharp reflections, so don't change this.
A glass of pinot noir also exhibits SSS, but it's a low-albedo material. To model this one set scattering to zero or just above, set absorption higher. Sharp reflections as well.
Do remember that SSS takes quite a bit of extra calculation. It can be a while before you get a feel for where the rendering is heading. It also requires a discrete volume so modeling the ocean will not work unless you also model a sea floor.
Also, materials that scatter should have volumetric caustics-- the caustics should appear within the medium. nXt doesn't do this-- not yet anyway.
Why to use HDRI+sun?
... the above described approach might not be the proper one, but it gives good results so forth. The main advantage is the versatility...