Viewport Glass / Diamond Refractions?

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I'm currently working on projects involving a lot of gemstones, like diamonds.

Getting them to preview properly in the viewport has become a major headache, since I can't seem to get any refraction in the Solaris viewport at all.
If I enable transmission, the object simply becomes transparent in the viewport. Which of course doesn't help with refractive objects at all.

It is extremely crucial for my projects to get some sort of visual realtime representation of what is going on in my viewports.
Just a rough indication of where my reflections are at and how fast they are being animated would be a tremendous help.

Is there any way I can get better refractive material previews in the live viewport? Or are there any 3rd party render engines which could do this? (free or paid, both is fine with me)

Thanks for your time and help ^^
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Unreal ?
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Karma XPU? Of course depending on the complexity of your scene, but for a couple of samples you should get fast enough response in the viewport to see your true refractions as well as doing flipbook with 1-5s per frame with optional denoiser could be good enough to preview the animation with refractions in real time
Edited by tamte - Aug. 6, 2024 11:56:00
Tomas Slancik
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tamte
Karma XPU? Of course depending on the complexity of your scene, but for a couple of samples you should get fast enough response in the viewport to see your true refractions as well as doing flipbook with 1-5s per frame with optional denoiser could be good enough to preview the animation with refractions in real time

Hey tamte, thanks for getting back to me and helping out.

I'm really looking for something that's true real time at ≈30fps.

Even after I optimized my settings, I'm still looking at around 7sec a frame.
Forcing me into a terrible workflow in which I have to wait around 45min, then tweak, then wait again.

Being able to do this live, even if crude and somewhat inaccurate, would take painful hours off my clock.

I think this should be easily possible in the Vulkan viewport, but I simply can't get this setup to work.
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