Hey. Guys, tell me how to make a glass in 16.
http://joxi.ru/a2XEKwvt8VJkAg [joxi.ru]
Glass in Houdini v16
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- Steven Kirke
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- Nicolas Heluani
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- tamte
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I think you are referring to the blackness behind the glass
the easiest way to solve that is to exclude your glass from shadow casting
or you can play with faux caustics parameters to get some varying amount of shadowing based on light angle
or directly modify shader to alter opacity for shadow rays any way you want
or more expensive way is to actually render with caustics through caustic light
the most expensive would be turning on All Paths on mantra and making sure the diffuse limit is at least 1, but that would be probably too noisy as mantra doesn't do VCM yet
the easiest way to solve that is to exclude your glass from shadow casting
or you can play with faux caustics parameters to get some varying amount of shadowing based on light angle
or directly modify shader to alter opacity for shadow rays any way you want
or more expensive way is to actually render with caustics through caustic light
the most expensive would be turning on All Paths on mantra and making sure the diffuse limit is at least 1, but that would be probably too noisy as mantra doesn't do VCM yet
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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- Nicolas Heluani
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- Joined: 12月 2015
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tamte
I think you are referring to the blackness behind the glass
the easiest way to solve that is to exclude your glass from shadow casting
or you can play with faux caustics parameters to get some varying amount of shadowing based on light angle
or directly modify shader to alter opacity for shadow rays any way you want
or more expensive way is to actually render with caustics through caustic light
the most expensive would be turning on All Paths on mantra and making sure the diffuse limit is at least 1, but that would be probably too noisy as mantra doesn't do VCM yet
Hahaha, yes. I didn´t realize what the original post was really asking. Definitely Faux Caustic is your friend…is fast and quite good.
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- Steven Kirke
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