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General => Terragen Discussion => Topic started by: sjefen on September 02, 2007, 07:04:56 PM

Title: Caustics
Post by: sjefen on September 02, 2007, 07:04:56 PM
I didn't find any thread asking if there ever will be caustics in Terragen 2. So I ask because it would make those tropical renders look glorious.
It dont have to be calculated correct. I know this will eat up the redertime. But as long as it looks nice.
It would be very hard to tell it's wrong anyways.

Please make this available in the future Planetside Team :P
Title: Re: Caustics
Post by: dhavalmistry on September 02, 2007, 08:26:37 PM
ya caustics would be nice....
Title: Re: Caustics
Post by: NWsenior07 on September 03, 2007, 08:54:43 PM
I think I remember seeing something about this over at Ashundar, before TG2 got released, if I remember right, Oshyan said something about Caustics being one of those really hard to code features that may be implimented sometime after TG2 is finished. If its still on the table or not is anyone's guess. Planetside?
Title: Re: Caustics
Post by: sjefen on September 03, 2007, 09:28:00 PM
Quote from: NWsenior07 on September 03, 2007, 08:54:43 PM
I think I remember seeing something about this over at Ashundar, before TG2 got released, if I remember right, Oshyan said something about Caustics being one of those really hard to code features that may be implimented sometime after TG2 is finished. If its still on the table or not is anyone's guess. Planetside?

I thought it may be a little difficult.
But as I sad..... it don't have to be real. It could be some sort of random map that gets automaticly generated under the water.
As long as it looks good you won't be able to see it's fake ;)

http://imagecache2.allposters.com/images/pic/LPIPOD04/BN6723_23~Tropical-Beach-Cook-Islands-Posters.jpg (http://imagecache2.allposters.com/images/pic/LPIPOD04/BN6723_23~Tropical-Beach-Cook-Islands-Posters.jpg)
Title: Re: Caustics
Post by: Volker Harun on September 04, 2007, 04:15:55 AM
I might be wrong, but GI is calculating the light reflected by surfaces, which is quite a strong effect when thinking of reflecting surfaces.
So GI would probably cause caustics, too ... it just depends on GI-settings. And of course transparency should be included.

My guess.

Volker
Title: Re: Caustics
Post by: RealUser on September 04, 2007, 04:54:09 AM
Here is a link
http://www.lysator.liu.se/~kand/caustics/
where you can find a caustics generator. It generates maps which you can use in TG2. I have used it in TG0.9.x with much success.
Title: Re: Caustics
Post by: mr-miley on September 04, 2007, 07:07:54 AM
Ya, the caustics generator is spot on, gives realy good results...... now all we need is transparent water to be able to use the caustics with  ;D
Title: Re: Caustics
Post by: sjefen on September 04, 2007, 07:23:41 AM
Volker Harun - If that is correct, I guess you would have to take GI numbers to the insane.

RealUser      - Thank you very much for that link.
Title: Re: Caustics
Post by: Volker Harun on September 04, 2007, 07:29:23 AM
@sjefen ... insanity comes with the user ,-)

@Mr-Miley ... or a workaround would be nice ;)
Title: Re: Caustics
Post by: sjefen on September 04, 2007, 07:36:55 AM
He he
Title: Re: Caustics
Post by: RealUser on September 04, 2007, 07:52:28 AM
It should be possible to take the same perlin or whatever noise you took for the water/waves, distort it somehow slightly and map it on the ground as an b/w image and multiply the surfaces (like in photoshop). No? Just an idea ... well ...
Title: Re: Caustics
Post by: Oshyan on September 09, 2007, 10:21:27 PM
True, simulated caustics is not likely to make it into the initial TG2 release. For the time being use of image maps - such as those created by the Caustics Generator linked above - is probably your best bet. This will create reasonably realistic results quickly and easily, without significant render time overhead. Of course, as mentioned, transparent water is needed to take best advantage of this.

- Oshyan