Smooth Voronoi Based Caustics with Few Compounds to give full control on the appeal. ![]() New Compound Structure to better control animation and look. Depth Compound has now a Principled BSDF instead of a simple diffuse for correct material blending. Roughness and metalness are exposed per Object in the depth Compound. Minor Fixes on Turbidity Bl ending now providing a proper diffuse lighting behavior on mixed parts. Light Range mask can make the job perfect for night scenes. These renders animation are done in Eevee with a day and night setup. ( i reccomend to use it in render only if needed because will affect performances with few FPS drops) WATCH THE DEDICATED TUTORIAL ON 1.1 UPDATE TO RECREATE THE NIGHT POOL SCENE The Water Shader will fully support the shadow caustics usage if you setup the lights to be shadow caustics caster as well as the Water surface, and the objects in the scene as receivers.Ĭhromatic dispersion is also supported by plugging different phase offsets on the RGB Channel of caustics combine node. The Voronoi System will technically works in Cycles too, but i strongly reccomend to use the Cast Shadow Caustics function integrated and specific for Cycles to achieve your best high quality result. ![]() They are strictly linked with water surface sharing vector coordinates trough a rewritten vector compound system. They are Smoothed Voronoi Based Caustics that goes in combination with the depth compound and that will add even more realism and features to your water scenes. Water Caustics on depth specific for Eevee are finally here.
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