|
----- |
|
--- 15348364 |
|
Looking for some scientific means to visually picture translucent objects placed against/nearby each others and thus reflecting and refracting and creates the unique rendering of it |
|
|
|
Kinda like marbles or glass placed in a pool or any other similar variations |
|
|
|
I just a 3d diagram of sorts that can then teach me of how the lights then, bounces around itself, behind or through it |
|
|
|
Whatever than means i guess |
|
--- 15350703 |
|
>>15348364 (OP) |
|
Caustics are super hard, even for computers. |
|
--- 15350731 |
|
>>15350703 |
|
Caustics is for water. What i mean is the surface refractions and reflections. |
|
The pictureesque visual of the translucet objects... since lights bounces inside them. |
|
--- 15351639 |
|
>>15348364 (OP) |
|
Blender would possibly work. There are many genuinely open source, free, or cheap models, if you really can't figure out how to use it. Of course there's very expensive proprietary software you can use as well for modeling. |
|
|
|
anyway there's no easy tool that I know about. You'd have to go down that rabbit hole of learning a lot, in general, about blender and its community and people's tools and plugins. |
|
--- 15351671 |
|
>>15350731 |
|
That's caustics as well. |
|
--- 15352943 |
|
>>15351639 |
|
Yea i guess u need 2d but people have been drawing these by default so whats the problem anyway... |
|
|
|
>>15351671 |
|
Wait what? |
|
No. No.caustics is the light that happens thru translucency. |
|
|
|
What i am asking is the high lights on the objects...and maybe inner highlights. On the object. Not away. Geddit? Wait let me find example |
|
--- 15353307 |
|
>>15351671 |
|
What i mean is how light sources from a and b will cause the subject to be |
|
|
|
Or the socalled external subject, marked as N that is outside the object, and the effect it brings to the object that is marked N' here |
|
|
|
Whatever you call em |
|
If not just reflections and refractions |
|
--- 15353328 |
|
>>15353307 |
|
--- 15353344 |
|
>>15353328 |
|
Eh fuck it s wrong direction |
|
1 |
|
--- 15353614 |
|
>>15352943 |
|
What you see in the OP pic is definitely caustics. Nobody has figured out an easy way, it's harder than full raytracing that you see in todays games. |
|
--- 15354742 |
|
>>15350731 |
|
Break your source rays down as a spectral density function, then apply your specular reflection and refraction matrices, and superpose the results at the interface. It's really not that hard, just very involved computationally. |
|
What you can't do is back-trace your rays like a normal ray-tracer would. |
|
--- 15356568 |
|
>>15353614 |
|
Again its not the caustics but the one INSIDE the object. |
|
>>15354742 |
|
Can you REexplain this visually. In a diagram. |
|
--- 15357393 |
|
>>15356568 |
|
It's caustics both inside and outside. The lights on the wall in OP pic are caustics. |
|
--- 15357412 |
|
>>15357393 |
|
...i dont think so. Caustic is the light CASTED by the refractions. |
|
|
|
I guess i need to specify what i am having issue is simply the INSIDE of the object. |
|
|
|
Be it highlight or caustics, basically just the object on its own, and results of lights that bounces on it. |
|
|
|
Consider it like, just rendering the object and turning on skybox... if you catch my drift. |
|
|
|
Or well. Just the translucènt object on its own and predicting its colors according to its surrounding... which must be translucents too, mostly. |
|
--- 15357436 |
|
thread closed |
|
|