anamous Posted October 18, 2008 Author Share Posted October 18, 2008 I just tested the scene. Dispersion doesn't show up in the caustics, and it seems that the photon behavior has been changed yet again (9.5.260) - shaders that output only Cf aren't considered worthy of photon generation anymore, and you get the "not enough photons.." error message, which currently means that we can't use the raytracing version of the shader to color the caustics. I'll ask SESI about this. cheers, Abdelkareem Quote Link to comment Share on other sites More sharing options...
jason_slab Posted October 20, 2008 Share Posted October 20, 2008 o man... thanks for checking it out anamous, let me know what SESI's rely is if you don't mind. thx jason Quote Link to comment Share on other sites More sharing options...
somesanctus Posted May 19, 2014 Share Posted May 19, 2014 https://vimeo.com/95755327 1 Quote Link to comment Share on other sites More sharing options...
jumper Posted June 2, 2014 Share Posted June 2, 2014 Hey Alex, Great stuff - have you got a scene file you could share? Thanks! Quote Link to comment Share on other sites More sharing options...
somesanctus Posted June 7, 2014 Share Posted June 7, 2014 ok dispersion.hip dispersion.otl dispersion1.otl 5 Quote Link to comment Share on other sites More sharing options...
jumper Posted June 9, 2014 Share Posted June 9, 2014 Hey Alex, Thank you very much! Stephen Quote Link to comment Share on other sites More sharing options...
tfreitag Posted January 27, 2015 Share Posted January 27, 2015 (edited) ..some test of mareks amazing shader with alex hipfiles. big thanks to alex and marek. I took alex prism and tessalate a lot with tiny little curlnoise. Again, I'm loving this shader! Edited January 27, 2015 by tfreitag 3 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted January 28, 2015 Share Posted January 28, 2015 (edited) Gorgeous threads guys ! You Bring us some Maxwell Rendering inside Mantra ... Tom would it be possible to share the triangle .hip test scene with your exact setup ? I'm really curious about this nice dispersion that actually look REAL and not a dirty tricks like this one : http://www.psyop.tv/psyop-releases-jf-nested-dielectric-open-sourced-shader/ Edited January 28, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
tfreitag Posted January 28, 2015 Share Posted January 28, 2015 Here is the hipfile. For getting all the nice details I pushed the photoncount to 50.000.000. The photoncaching takes around 10-20min. dispersion_prism.rar 4 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted January 28, 2015 Share Posted January 28, 2015 Thanks a lot Tom ! Quote Link to comment Share on other sites More sharing options...
sebkaine Posted July 15, 2015 Share Posted July 15, 2015 (edited) I would have one question about dispersion. in many explanation i find on the web it say that dispersion is cause by a modification of the ior according to the wavelength of the incident ray. but they only talk about refraction , only the refracted ray looks to be affected by dispersion. in Mario shader both reflection and refraction are affected by dispersion. So i would like to know what the rendering expert think about this ? Does dispersion occur both for reflected and refracted ray in real life ? It seem to me that is is logical that IOR variation modify both behavior , but i would like to be certain on what happen in real life ! Thanks for your help ! Edited July 15, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
somesanctus Posted July 15, 2015 Share Posted July 15, 2015 but they only talk about refraction , only the refracted ray looks to be affected by dispersion. TRUE in Mario shader both reflection and refraction are affected by dispersion. I dont think so. Every rainbow you see in my renders is result of multiple refraction, or reflection of previosly refracted(dispersed) light. Quote Link to comment Share on other sites More sharing options...
sebkaine Posted July 15, 2015 Share Posted July 15, 2015 Thanks for your answer Alex ! well in Mario shader the code is the following : ... for(i=0;i<samples;i++) { fresnel(-wo,n,1.0/ior,kr,kt,wr,wt); w = getfilter(ramp,wl); Ft += specular(wt)*kt*w; // transmit Fr += specular(wr)*kr*w; // reflect wsum += w; ior -= dior; wl += dwl; } vector iwsum = CONE / wsum; F = Ft*iwsum*Ktrans + Fr*iwsum*Krefl; ... In fact in your shader the code is the following : ... for(i=0;i<samples;i++) { fresnel(-wo,n,1.0/ior,kr,kt,wr,wt); w = getfilter(ramp,wl); Ft += specular(wt)*kt*w; // transmit Fr += specular(wr)*kr*w; // reflect wsum += w; ior -= dior; wl += dwl; } vector iwsum = CONE / wsum; F = Ft*iwsum*Ktrans; //+ Fr*iwsum*Krefl; ... in case 1 - Fr and Ft are computed with the ior variation and then sum together in case 2 - Fr and Ft are computed but only Ft is use , Fr is set as a comment In this post eetu offer an other simpler method to fake dispersion http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16567 He offer 2 hip , again in case 1 you have dispersion for reflection and refraction in case 2 you have dispersion only for refraction eetu himself is not sure about what is correct ... So i just need to be sure ! So if you are 100% sure that's great ! Dispersion phenomena doesn't affect direct reflected ray , only the refracted ones ! Cheers E Quote Link to comment Share on other sites More sharing options...
Skybar Posted July 15, 2015 Share Posted July 15, 2015 https://www.boundless.com/physics/textbooks/boundless-physics-textbook/geometric-optics-24/reflection-refraction-and-dispersion-169/dispersion-rainbows-and-prisims-611-6326/ 1 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted July 15, 2015 Share Posted July 15, 2015 (edited) Thanks for the link David, so it confirm what Alex say ! "The law of reflection doesn't depend on the light wavelength" Edited July 15, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
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