Hello Life Saving People,
I think I'm missing something really obvious.
I've got a narrow beam of light with surface and volume caustics "on". It is hitting a flat (but angled) surface, textured with the mirror ("silver") surface from the disco ball in the "Caustics (Volume).c4d" file in "Content Browser". My render settings have surface and volume caustics "on" as well, but I can't see the beam as it should "bounce" off the mirror......
can you post the scene? If the angles are not right the caustics can be on but you see nothing. Otherwise what are the settings? ramp the strength way up to see if anything shows. And why volume caustics, with reflections only surface should be necessary I think.
I think you're misunderstanding volume caustics. That refers to the focusing of light as it passes through a refractive object (think magnifying glass). AFAIK there is no way to get caustics to render volumetric light.
Thank you for that.
In that case, what would you suggest to create a beam of light bouncing back from a mirror? I'm in the middle of a production design for an arena tour where full colour lasers are to be used both reflecting off moving mirrors, and refracting through rotating lenses.
I have been able to fake it by using a very narrow cylinder as the beam and adding colour and glow, but I'm curious to know how to do it properly. Its all-too-easy to use the quick fix and become lazy....
To quote Sir Winston Churchill: "Crap".
Thank you anyway though. I shall continue fudging it.
One other question;
Is there some way to give attribute different types of spline to indevidual points within a spline? Often I'm trying to model something that starts with a curve, then hits a hard angel, then a curve etc.
Thanks again for being such an incredible resource.
My pleasure. I never thought to check before you asked.
Regarding spline points (assuming bezier spline), when you select one and right click you get the option to covnert between hard and soft interpolation. Basically all that does is move the tangent handles to the same position as the point (for hard interpolation). If you shift-drag the handles it breaks tangency so you can make sharp turns. If you double-click on the point itself it brings up a dialogue where you can set values numerically.