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?
Tags:
 water_pool.zip, 21 KB
 water_pool.zip, 21 KB                             12 voda 05 sandpaper smaller.jpg, 823 KB
 12 voda 05 sandpaper smaller.jpg, 823 KB                            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...
 r1 01.jpg, 1 MB
 r1 01.jpg, 1 MB                             r1 02 pass 23.jpg, 750 KB
 r1 02 pass 23.jpg, 750 KB                             2011 06 18 22 4309 TEX-HDRI.rar, 1.2 MB
 2011 06 18 22 4309 TEX-HDRI.rar, 1.2 MB