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halfworld
05-30-2006, 07:37 PM
Hello all,

We've been having a play with a new EI toy :)

http://homepage.mac.com/cake_or_death/MPrism2.mov

Let me know if you want to see more....
Ian

bronco
05-30-2006, 08:19 PM
hmmm nice!
show me. :)

Igors
05-30-2006, 10:09 PM
Hi, IanHello all,

We've been having a play with a new EI toy :)

http://homepage.mac.com/cake_or_death/MPrism2.mov

Let me know if you want to see more....
IanSorry, Ian, but we personally didn't catch your idea. Yes, nice RT render, but.. absolute standard, almost default EI RT glass (or just default), right? Some colors transitions in caustics spots? Hint to popular "chromatic aberration"? But what is a sense to spend a render time for what can be easily faked in Photoshop? Again, it's our personal opinion only.

halfworld
05-30-2006, 10:26 PM
Igors, you're spoiling my fun! ;)

Physically correct, non faked, non photoshopped, all EI.

http://homepage.mac.com/cake_or_death/teasey-peasy.jpg

Stand by for more,
Ian

Reuben5150
05-31-2006, 12:04 AM
If its free thats cool, another $99 plugin ? not interested...

Some might say this feature should be "built in" already, regardless of render times.

Reuben

FelixCat
05-31-2006, 12:05 AM
Nice, Ian... it is not the standard EiAS caustics? looks good.
What´s the trick?

FelixCat

halfworld
05-31-2006, 07:27 AM
Heh, well, there are a few things like that Reuben.

It really is a very simple 'trick' and they are indeed the standard EI caustics, they just do something funky once they reach a transparent object ;)

Render times? In external mode the hit isn't that much at all...
Ian

AVTPro
05-31-2006, 08:18 AM
Great Stuff. Beautiful render. Not a plug? Even better.

Igors
05-31-2006, 12:19 PM
Physically correct, non faked, non photoshopped, all EI.But, Ian, there is no prism in real life that makes so huge dispersion of wavelengthes. Also the shape of ring's jewel is not a good "separator". How about to show how it works for cube (it's not a silly shape with RT :) )?

NorthernLights
05-31-2006, 04:06 PM
You know what would be cool (imho)? Take those crystaline structures, break them up, and Blaster them. Mmmm...caustics everywhere!

halfworld
05-31-2006, 05:50 PM
But, Ian, there is no prism in real life that makes so huge dispersion of wavelengthes.

Yeap, I should have qualified my statement, the shader CAN do physically real CA but the clever people that made it decided to allow users to exaggerate the effect to their liking ;)

The ring is a 10x exaggeration of real life physics. However, real life can come close http://www.rit.edu/~andpph/photofile-c/prism-DSCN5003.jpg

Good call, I'll do a box tonight.

Blair, do you remember the Minbari cities from Babylon 5? They were a crazy crystalline structure.... I'll search for some pics then perhaps think about making a nice explosion sequence :)
Ian

halfworld
05-31-2006, 08:17 PM
A bevelled cube.

A teapot (ode to Uwe). The core pattern is default, with volume reflections turned on you get all the jazz around the edges. It has a small bump on it to spread the effect.

Both rendered in under a minute.
Ian

Edit: The lights in this project were set up incorrectly, hence the 'hot' hue.

halfworld
05-31-2006, 09:19 PM
http://homepage.mac.com/cake_or_death/cubespin2.mov

Ian

Igors
05-31-2006, 10:03 PM
Hi, IanThe ring is a 10x exaggeration of real life physics. However, real life can come close http://www.rit.edu/~andpph/photofile-c/prism-DSCN5003.jpg
We cannot prove this image is a real photo or montage. But we see no contradiction with physics: look at large distance from prism to rainbow area, it works like long "lever", an amplifier of dispersion that's not large itself. But there are no chances to see same near prism:)
The core pattern is default, with volume reflections turned on you get all the jazz around the edges.CAbb is a refractive effect, AFAIK reflections (volume or external) are same for all parts of spectrum.
http://homepage.mac.com/cake_or_death/cubespin2.movWe like this one! Less "brute force" = better, you see? :)

Reuben5150
05-31-2006, 11:23 PM
It really is a very simple 'trick' and they are indeed the standard EI caustics, they just do something funky once they reach a transparent object ;)

Yeap, I should have qualified my statement, the shader CAN do physically real CA but the clever people that made it decided to allow users to exaggerate the effect to their liking ;)

Ian

So which one is it ? "simple trick" or unreleased 3rd party shader or shader i already have maybe ???....
trick + shader ?, spill the beans Ian !!!

Reuben

halfworld
05-31-2006, 11:48 PM
We like this one! Less "brute force"

Yes, I went back to RGB mode, I haven't nailed the 7 way spectrum settings yet....

http://homepage.mac.com/cake_or_death/teapot2.mov

And Reuben, this is done with one simple shader :)
Ian

PS. It has a very nice setting that I haven't shown yet, I hope to tomorrow but it's a busy day.

Reuben5150
06-01-2006, 12:06 AM
Ok thanks for clearing that up :)

R

halfworld
06-01-2006, 08:50 AM
CAbb is a refractive effect, AFAIK reflections (volume or external) are same for all parts of spectrum.

So are you saying that Vol Ref should not effect the outcome? Or that they should always be off for a more realistic look?... Take a look...

Igors
06-01-2006, 10:03 AM
Hi, Ian, Reubenhttp://homepage.mac.com/cake_or_death/teapot2.movCool! (hmm.. as usual, nice image/movie produces only very short comments :) )

So which one is it ? "simple trick" or unreleased 3rd party shader or shader i already have maybe ???....trick + shader ?You can receive "chromatic aberration" with EI 5.5 or later without any third party shaders. Render (step by step) refractive caustics with different colors and with little difference in material refraction index, then combine rendered layers. Looks like Ian has found a way to "automate" this process (we see some problems with spectrum though)
So are you saying that Vol Ref should not effect the outcome? Or that they should always be off for a more realistic look?... Take a look...Theory says CAbb appears only for refracted (not reflected) rays. So "Vol Ref" (reflection part of refractive caustics) shouldn't be dispersed/rainbowed. But in practice there is no way to separate rays in RT labyrinth, reflected ray generates refracted one in next RT iteration. So, our note is "a pure theory" only :)

Igors
06-09-2006, 09:15 PM
Here is our try. Maybe colors are too saturated. Of course, TS modeled

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