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Alright Andrew Price, challenge accepted! 😎 (wait for it) All Cycles, no external renderers, just Blender & fancy shaders 😉

28,063 views • 1 year ago •via X (Twitter)

11 Comments

SMOUSE 🔸's profile picture
SMOUSE 🔸1 year ago

I've also put this scene file in the products downloads too, so feel free to try this exact scene out for yourself! :D

RedDeer.Games's profile picture
RedDeer.Games4 years ago

What are your favourite #AAAClock colours ? 🕐🕑🕒🕓🕔 Drop screenshots of your clocks in down in the comments ⏬ Head to ➡️ for more details! #indiedev #indiegame #IndieGameDev #nintendo #OLED #switchOLED

Andrew Price's profile picture
Andrew Price1 year ago

Hahaha. That transition is👌. The result is a surprisingly close match too! So what's the shader doing behind the hood? And is it flexible for other types of caustics like metal reflections?

SMOUSE 🔸's profile picture
SMOUSE 🔸1 year ago

Hahah, thank you! Yeah I was originally trying to match your footage as close as I could, but I figured it being more stylized and animated would be more visually interesting than just seeing roughly the same thing again, and something that could be achieved with gobos. Wanted it to actually be worthy of watching :P The shader is literally just fancy shadows at its core; it takes the geometry data of any mesh, and pulls specific angles to mask out the shadow path, and uses that path to drive transparent shaders to cast the colored shadows from that. It also has some customization functions that allow you to bring the direction into more realistic looking refractive caustics as well. Unfortunately, though, because these are literally just shadows, you're limited to shadow based "caustics", as reflective caustics would still rely on bidirectional scattering information (like you said in your full story), which we don't have access to at a shader level. I've seen some attempts at it, but nothing convincing yet. So this shader just plays into its strengths, and focuses on the refractive glass/underwater look. (and pairs with our included spectral dispersion and physically accurate thin-film (different than Blenders new take on it) to help dial in the physical accuracy and realism/stylization of the caustics.)

softyoda's profile picture
softyoda1 year ago

@andrewpprice Way more granularity, and intricate pattern in left image, it look like some sort of wave patrrn

SMOUSE 🔸's profile picture
SMOUSE 🔸1 year ago

@andrewpprice Yeah it's not a perfect 1:1 by any means, (mine's also animated), it was just a quick thing I did last night to show off the extra stylization possibilities of it. Taking more time and care in it, you can definitely get closer results like that. :)

Trent Tullis's profile picture
Trent Tullis1 year ago

@andrewpprice Lorn hits hard.

SMOUSE 🔸's profile picture
SMOUSE 🔸1 year ago

Always

Yiyer's profile picture
Yiyer1 year ago

@andrewpprice Hardly looks like the real thing. Good try, but it’s way off. Fails to even capture even the rainbow effect

Paulygone 3D's profile picture
Paulygone 3D1 year ago

@andrewpprice amazing work!

Adamé Bjorkinson's profile picture
Adamé Bjorkinson1 year ago

@andrewpprice Pretty, but not even close lol

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