Hi,
Any good tips, shader setup, practices when making a swimming pool with caustics?
pool
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: pool
Also a small issue, maybe not but for me it was a bit confusing at first.
If I want to use render layers I have to enable all scene layers before rendering, otherwise during rendering luxcore will completely ignore/exclude objects from any other than the visible scene layers. Is there a reason for this behavior?
I'm not used to render layers so I don't know if this is how blender and cycles work as well, but it took me a while to realize this.
If I want to use render layers I have to enable all scene layers before rendering, otherwise during rendering luxcore will completely ignore/exclude objects from any other than the visible scene layers. Is there a reason for this behavior?
I'm not used to render layers so I don't know if this is how blender and cycles work as well, but it took me a while to realize this.
Re: pool
And another thing I'd like to do,
I want to render pool interior as a separate layer using bi-dir. However it would only work if nothing is in the foreground of the pool, if anything from another renderlayer comes into foreground it's visibility is ignored during rendering the pool and I cannot composite the pool on top of another layer.
Is there a way to make the objects act as holdout? so I'd get transparency where objects are in front of the pool?
I want to render pool interior as a separate layer using bi-dir. However it would only work if nothing is in the foreground of the pool, if anything from another renderlayer comes into foreground it's visibility is ignored during rendering the pool and I cannot composite the pool on top of another layer.
Is there a way to make the objects act as holdout? so I'd get transparency where objects are in front of the pool?
Re: pool
Use glass with white reflection/transmission and use an interior volume to have an absorption color, so you get volumetric absorption.
The behaviour should match Cycles, only that we don't have "mask layers".lacilaci wrote: ↑Wed Sep 19, 2018 7:25 am If I want to use render layers I have to enable all scene layers before rendering, otherwise during rendering luxcore will completely ignore/exclude objects from any other than the visible scene layers. Is there a reason for this behavior?
I'm not used to render layers so I don't know if this is how blender and cycles work as well, but it took me a while to realize this.
Anything that is not on a visible scene layer is rendered as invisible to the camera, like in Cycles.
No, but you can create the holdout mask in other ways. For example with the material ID AOV. The new anti-aliased version of material ID could also be useful: viewtopic.php?f=5&t=605&p=6114#p6114
Re: pool
Thanks, any timeframe on when is the next alpha going to be released?B.Y.O.B. wrote: ↑Wed Sep 19, 2018 8:05 amUse glass with white reflection/transmission and use an interior volume to have an absorption color, so you get volumetric absorption.The behaviour should match Cycles, only that we don't have "mask layers".lacilaci wrote: ↑Wed Sep 19, 2018 7:25 am If I want to use render layers I have to enable all scene layers before rendering, otherwise during rendering luxcore will completely ignore/exclude objects from any other than the visible scene layers. Is there a reason for this behavior?
I'm not used to render layers so I don't know if this is how blender and cycles work as well, but it took me a while to realize this.
Anything that is not on a visible scene layer is rendered as invisible to the camera, like in Cycles.No, but you can create the holdout mask in other ways. For example with the material ID AOV. The new anti-aliased version of material ID could also be useful: viewtopic.php?f=5&t=605&p=6114#p6114