Hi all
I have been following some of the mental ray threads on this forum for creating diamonds etc and the results are excellent. I have since been researching glass crystal and its properties and the one thing that is causing me trouble is light dispersion.
I have a glass crystal (a real life one) It has 25 facets and is about 8 inches in diameter and 5" in height.
I need to show what this crystal would look like under different lighting conditions but for this test a generic targeted mr light will do.
So we have the following main properties.
Light
Intensity
Angle, position, shape
Colour
Photons
Falloff
Auto photon count
Crystal
IoR
Reflection
Transmission and decay factor
Caustics
Dispersion
Internal Reflection, refraction and dispersion
Renderer
Photon count
Caustics
Trace depth
No GI or FG
I can reproduce all the effects in varying degrees of quality but not the light dispersion.
When sunlight comes in through my window the actual crystal creates small gradients of light (several) around the room walls which move as the sun passes the window. Internal reflected dispersion also occurs in the crystal and kind of warps into itself with slight movements of my position but I will attempt that later.
I understand the theory that white (or near white) light is being slowed down by the crystal and as a result the white light is being spread out into our visible spectrum.
I have the theory, i have the tools but I don’t understand how I can access the light after it leaves the crystal (is this the photon map channel?). I understand this is shader territory and found a Maya port here:
http://www.maxplugins.de/mentalray.php?range=Photon&sort=Author
I added this map into the photon map of a basic mental ray material (also tried photon volume). In surface I used l_glass_beta 2 but can’t get it to produce a dispersion effect. I thought that it might need to be applied as a light shader too but it won’t accept it. I also tried other (non beta) material types without success.
I find this a little confusing because its the light I want access to, the crystal material breaks up the light and some other surface or volumetrics shows the resulting light colour.
So, is there anybody out there that can help me either get this ported shader working or can see another way to fake dispersion? Keeping in mind it needs to be accurate and part of the actual light tracing system as im running out of ideas.
Cheers
Anim
PS. I can’t use VRay/Brazil etc it has to be done in mental ray 3.5.


