I though I try an experiment and taking my crystal into Indigo renderer. its work in progress . the crystal is “crystal” clear, but for “real world” crystal I need random scattering at bottom. I will look into Indigo’s shader language. BiDirectional MTL: more BiDirectional MTL:
visualization of the hypercube from a higher dimension with light simulation. the material, I’ve chosen, was a glass medium with the correct cauchy equation, rendered with Indigo Renderer.the spectral renderer break the light quite nicely and produce realistic caustics.
rendered with Indigo renderer
Inspired by great Marble renders and Shader hack by Lee Griggs. I’ve decided to recreate some tricks with different render engines, a little render Comparison. The basic idea, using a glass shader for outter shell and an inner sphere with textured volume to fake depth. this way, you will save a lots of work withContinue reading “marble rendertest”
I’ve made a simple scene to test the physics of light. for proper light calculation, I used spectral render Indigo and Octane. Indigo has multiple Engines, standard Spectral Path tracer on CPU or GPU and Bidirectional path tracing with MTL sampling (metropolis Light Transport). Octane has only default Spectral Path tracer on GPU but includesContinue reading “light simulation”
re-rendering old scene