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Appendix 2
Caustics
2.1 Introduction
In this appendix you will learn about creating caustics effects. Specifically you will learn:
What is caustics
How to create caustics in a simple scene containing a wine glass
How to adjust lights, objects, and materials to generate caustics effects
Caustics
Caustics is an effect of the scattering of light as it is either reflected off of, or is refracted as is passes through, a
transparent or translucent material. Some common examples of caustics are:
A wine glass which has light directed through the glass. As the light is refracted by the glass and liquid it
creates distorted bright spots of light on the surface on which the wine glass is resting.
Reflections from water in a pool. As the light from the sun or another source hits the undulating surface of
a pool it will create a wavy light reflection on surfaces surrounding the pool.
The next step is to quickly preset the lights while the materials are switched off. The reason for this approach is
to increase productivity by getting quick and accurate results without the usual time-consuming rendering
process.
13. In the Material/Map Browser dialog which pops up, choose the mental ray shader type and click OK.
The glass in the image is looking good. However, the scene looks a bit plain because of a lack of color. Next
we are going to add some shade and color to the wine inside the glass.
At the moment we have the basic standard shader applied to it. To apply a nice shader for the liquid you need
to change the material type.
22. The mental ray material shader parameters will load up.
Since liquids have similar parameters to glass, we are going to apply the Glass (lume) shader to it.
23. Under the basic shaders group click on the surface slot button.
24. The Material/Map Browser dialog box should pop up.
25. Select the Glass (lume) shader from the list, followed by OK. The Glass (lume) parameters will load up.
The next step is to emulate the wine liquid by simply changing some of the Glass (lume) parameters. The first
thing to change is the color as the natural color of the wine is a mix of dark burgundy and pale red.
26. Click the surface material color swatch in order to display the Color Selector: Surface Material dialog box.
27. Change the color to dark burgundy by simply picking the hue and sliding the whiteness arrow, or
alternatively type its values: (R: 0.145, G: 0.035, B: 0.071).
30. Next click in the diffuse color swatch and change the
color to pale red: (R: 0.541, G: 0.22, B: 0.22).
Now you can focus on the lighting. Next you are going change the light's falloff
values as the edge of the light changes too abruptly.
25. Under the Caustics and Global Illumination group check the generate caustics option followed by OK to
close the dialog box.
26. Repeat the same actions for the Glass object.
27. Click Render for a quick test.
There are no caustics and the mental ray Messages dialog box appeared with some error regarding the photons.
The caustics appearance has improved somewhat; however, it could be improved even
further by increasing the amount of photons that are generated by the light.
38. Make sure the light is still selected. If it's not, select it.
Due to the fact the mr area spot has the, Automatically Calculate Energy and Photons
option checked, you can control its settings from the Render Setup dialog box.
39. In the Render Setup dialog, Indirect Illumination tab, under the Light Properties
group, change the Average Caustics Photons per Light value to 80000.
10. In the Shadow Parameters rollout, change the Object Shadows density to 0.5.
11. Click render.
12. To adjust the softness of the shadows, change the Area Light Height and Width parameters to 40.0.
13. Render your image a final time.
You can try experimenting with the mr area spotlight's position and settings to get different results.