Damn, those renders at the top … :eek:
This works great with Fprime limited region also, you can just save the part with the caustic to the end.
It’d be interesting to hear a little more about things like scale, intensities, render times or if there are any particular things to watch for etc.
I got some interesting results using these reflections for fresnel on a solid object, check this:

With normal reflections, and

with reflections on the transparency channel.
All gradients and other settings as well as render time (1-2 mins) are similar. Notice (Obviously) shadow edges from raytraced spotligth and the reflection quality. The second one took much longer to arrive at quality 1 though, but seemingly caught up at the higher quality levels around 100,
Normal reflection;

And transparency reflection;

Both at maybe 15 min, I was cooking dinner …
I also tried the surface thickness trick while I was at the shop, you don’t see a very pronounced difference but I think the highligts get hotter … I think I maybe don’t have intense enough lights to get much of a caustic.
It would be great if a genious like gerardo or oo could explain what we see, this solution looks better to me with those soft edges.
- A little clarification on this post, the renders are with monte carlo radiosity with 2 bounces which produce caustic with solids, not transparent objects with me. When panikos said 2 or more bounces, another way of saying this is that “2 might be enough, but you might need more”. Ray traced everything on in render options, radiosity intensity of 500, lightning quality of 50, and the light sphere is at intensity 200 and rather large, a kilometer or something. I think it is the relative size of light objects that can be a problem, but I just wanted to make sure it wasn’t small. Opposite Gradients with incidence on the diffuse and *either transparency or the reflection channel. And refraction for the transparency version at .001.