As compared to Cycles within blender, the Cycles render within Rhino WIP is not able to generate Caustic reflection and refraction. I have tried the no_caustic option. But that only affects the transmission. Is there a way to enable those features.
Setting the no_caustics option to true will cause both caustics_reflective and caustics_refractive to be false. With no_caustics set to false those two will be true. These are the low-level Cycles integrator settings.
What you are seeing is that most likely multiple importance sampling isn’t on for everything. That is necessary for the caustics to work.
I have created RH-40088 to track this.
@rajeev - can you double-check? There have been many changes since, and while I haven’t specifically worked on this I did enable MIS and made changes related to the caustics that Cycles does support.
Thanks in advance,
the tracker is non public
't Is no longer thus.
Can the cycle’s renderer do refraction/dispersion, as in gem sparklie colors?
Unfortunately no. This can be faked by some degree by setting up a glass that has three different glass BSDFs, one for red, one for blue, one for green, each with a different IOR, but not with the existing materials. It’ll need a special material.
Here is an example of a material specifically build for dispersion effects. Not perfect, but it means I could recreate something similar for Raytraced: https://www.blendernation.com/2012/09/04/cycles-dispersion-glass-shader/
Ah, the link is 404, now. Thank you for trying to help me. I just didn’t see the response go by.
I did NOT learn about this from reading the entire Rhino release changelog! It’s a fabrication with no substantive evidence, whatsoever! : )