ok did some testing with textures and the specular halo seeing if I could fake the prism effect without doing any post work.
here is where I am so far,
Interesting effect - looks like an iridescence for me:
PS: Would love to see that at a higher RPP, would look very nice!
Difficult to perform, because I’ve already hit the maximum. I’d have to render in higher resolution and then downscale
Dwsel, Fantastic prism renders all around!!! I wonder if there could be a way to do this without compositing?
I’m guessing it will only work properly with Boost Light enabled. But only Dwsel can say for sure. Hopefully you’ve begun to change your mind about Boost Light. When used properly it achieves much greater realism in my opinion than TA without Boost Light in most situations.
Dunno… Comping is quicker for me anyway from rendering the image through the complex optical system, and spectral unbiased renderers have my main interest in these areas. That was just the proof of concept of rendering prism and another test of mine to render the real caustics.
This one uses Boost Light, without it would look bland and contrastless. It uses realistic materials (realistic in the meaning that sum of main components is not exceeding 100%) so you won’t get fireflies.
They can appear for example when you hit the object with non-realistic material with 25% light that gets amplified to 125% (5x amplification) then it bounces from another object that material’s reflects 2/5 light strength so the light strength is then 125% * 2/5= 50% and when by accident (random thing depending on light size) it again bounces of the first object it’s again amplified by 5 times, now having the 50% * 5 = 250% strength. The 125% strength can be easily blended using the AA settings and more samples per pixels, but it’s not that simple for 250% light strength and stronger ones.
When I’m dealing with lots of weird/unbalanced materials I sometimes prefer to clamp the output (turn Boost Light off).
They were all nested together in one spot and I pulled them apart. I suspect a lot of apparently single crash alerts may be multiples. It happened when I started messing with the materials on one of the “Background” labelled spheres.
David’s gel light noise reduction trick is great at reducing Boost Light horrors, but it’s still bleedin’ noisy compared to normal light.
That’s bad - hope you haven’t lost your whole setup. The thing with changing material of Background named objects that caused crash sound very reasonable considering the Bryce identifies objects by names not by ID. You might accidentally have tried to change the structure of real background material that doesn’t have specific property you wanted it to have. Have you tried lighting a sphere or cube with the sphere dome light or a single radial with that object in the influence? It might have similar effect.
Here’s my attempt at faking the prism effect.
It’s subtle and not true to physics, but it gives the correct impression and is ridiculously easy to set up with no post work.
Nice and soft effect - looking for my eyes similar to the Rashad’s Carter ‘spectral dome’ he mentioned in the post #954 http://www.daz3d.com/forums/viewthread/9770/P945/#184939 (page 64)