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
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
Hi, Ian
Sorry, 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.
Igors, you’re spoiling my fun! 
Physically correct, non faked, non photoshopped, all EI.

Stand by for more,
Ian
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
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
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
)?
You know what would be cool (imho)? Take those crystaline structures, break them up, and Blaster them. Mmmm…caustics everywhere!
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
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.
Hi, Ian
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:)
CAbb is a refractive effect, AFAIK reflections (volume or external) are same for all parts of spectrum.
We like this one! Less “brute force” = better, you see? 
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
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.
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…
Hi, Ian, Reuben
Cool! (hmm… as usual, nice image/movie produces only very short comments
)
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)
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 