This more advanced tutorial demonstrates how to use the cell_noise shader (noise1) to create a caustic pool water effect. It also covers how to create chromatic aberrations with caustics. Finally, we will render the caustics to an image sequence for rendering optimization. Many thanks to Slava Sych for this tutorial.cell_noise.time keyframed
The scene files can be downloaded here. |
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Scene
- First of all, create a plane, a spot_light, and a camera. Rotate the camera and the spot_light to 90 degrees so that they are pointing down on the plane.
- Increase the exposure value of the spot_light to around 21 and set the roundness to 0.
Scene layout and view from camera
Gobo
- Add a gobo filter to the spot_light
- Create a cell_noise shader and connect it to the slide_map of the gobo filter. Rename the cell_noise shader to 'CellNoise1' (we will create a second cell_noise shader later on).
- Change the filter_mode to mix in the gobo. This will average the results equally between the spot_light and the slide_map.
- Set density in the gobo to 0.585. This will let more light through.
Cell Noise1
CellNoise1 settings
Cell Noise2
Range
CellNoise1 with range shader
Chromatic Aberration
UVTransform
Now its time to create a chromatic aberration effecting using the CellNoise1 shader. Create two UvTransform nodes.
Shuffle
Here are the results (exposure has been reduced)
Final shader network
Optimization
To optimize the rendering process, you could try rendering out the image sequence and then opening that sequence in the gobo of another spot_light.
Select images to view animations