Author Topic: Proecural Water Shadow Caustics  (Read 470 times)

Offline WASasquatch

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Proecural Water Shadow Caustics
« on: July 20, 2018, 07:57:16 AM »
Finally got procedural water caustics working to a somewhat pleasing appearance. Here's a share. In my opinion it makes water volumetrics look much more realistic.
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Offline ajcgi

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Re: Proecural Water Shadow Caustics
« Reply #1 on: July 20, 2018, 10:34:05 AM »
If you ever find yourself feeling... (incoming pun) flush, you might like this.
https://www.dualheights.se/caustics/
It's a caustics generator I've used every now and then since being a student back in the way back when.

Offline WASasquatch

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Re: Proecural Water Shadow Caustics
« Reply #2 on: July 20, 2018, 04:15:10 PM »
If you ever find yourself feeling... (incoming pun) flush, you might like this.
https://www.dualheights.se/caustics/
It's a caustics generator I've used every now and then since being a student back in the way back when.

It doesn't work on modern computers, unfortunately, and isn't procedural for animation with your scenes. Just a image.

Dual Heights caustics generator requires a DLL from some obscure program, which is now on version 3, and has no past version of the software, and they included the version name in the DLL making it locked down to hard-coded compatibility.
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Online Kadri

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Re: Proecural Water Shadow Caustics
« Reply #3 on: July 20, 2018, 04:43:11 PM »

Jordan i think you are remembering another one (i forgot which one but that does have a dll problem indeed).
https://www.dualheights.se/caustics/   this one works. At least it worked on my computer.

Offline WASasquatch

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Re: Proecural Water Shadow Caustics
« Reply #4 on: July 20, 2018, 06:38:23 PM »
Gave it a try. It's a pretty nice program, but it needs a lot of work imo. It uses one base "caustics" which you than just adjust the quality and intensity of, or the "time filter" (which appears to be scale and a combination of other settings). IMO, even on a commercial level, limits you to their vision.

I assume this is because it wishes to obtain a seamless texture in the end. Having to purchase it just to get a height map puts a damper on things too, and defeats the purpose of why I'm making it procedural based on TGs waves.

Additionally these caustics are based on a pool, not an ocean, or rough large lake. A ocean/large lake will have 'dark spots' from raves that completely refract light in another direction creating dark areas accompanying caustics, not just peak ruffles refracting nice lines.
« Last Edit: July 20, 2018, 06:42:26 PM by WASasquatch »
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