All posts related to V3
User avatar
By Fernando Tella
#377510
I made a shabby test to see how sun radius affected pool caustics. You can also see how it affects to shadow dispersion. Maybe somebody finds the results useful.

I let the images run 30mins and all reached around SL17-17.05

Water is displaced.

Sun radius = 1 (default)

Image


Sun radius = 6

Image


Sun radius = 12

Image


Sun radius = 25

Image


Sun radius = 50

Image


Sun radius = 100

Image
User avatar
By Fernando Tella
#377564
seghier wrote:why you use displacement?
I said it was a shabby test. :lol:

I first tried with a bump map with sun radius=100 and as I didn't get any defined caustics I thought it may not be working correctly so, as I had an mxm with displacement at hand, I just tried with it. Then I realized that sun caustics were there but blured because of the sun radius...

The problem is that when caustics are getting defined the render needs more render time.
User avatar
By Thomas An.
#377752
Not sure what the default Sun radius is now in Maxwell, but you can do a little experiment to find out if it is right.

The apparent diameter of the sun from the earth's perspective is 0.53 degrees. This means that if you create a 90mm diameter disc and put it exactly 10meters away from the camera, it should look the same size as the sun. If it doesn't, then adjust the sun radius until it does and that should be the correct default sun radius.

http://hudsonvalleygeologist.blogspot.c ... f-sun.html
User avatar
By eric nixon
#377775
Thomas, does it matter about the location and time of day?

I just did your test using the default sky, and the result for (istanbul at 9.30am) was; sun radius 1.9 = 0.53 degrees


Also I would consider 10 as the maximum sun radius, after that, to get even softer shadows, I would make an emitter. This is because such a wide sun/haze would have a broad soft edge, not a crisp circle. A broad crisp circle will give strange shadows esp noticable with the shadows of very thin objects,... well its only a subtle visual problem, but easy to miss, so worth talking about...
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