Lighting & Rendering: Ray Depth
This task explores ‘ray depth’ and how it
effects the rendering process. Ray Depth allows you to configure settings that limit the ray recursion based on ray type. Higher values will increase render time.
Render 1 (Before)
The first render shows how the materials
in the scene have light manipulating characteristics, as both the glass and
liquid refract light. However, the render shows some issues. For example, the
glass behind isn’t seen through the liquid of the glass in front, which would
be expected; this is being blocked by a limited ray depth.
Ray depth can be adjusted in ‘Arnold
Render Settings’, which consists of multiple sliders:
Total – total of all sliders, a cut-off
point. This must be increased if we increase any other sliders.
Diffuse – light bouncing around our scene
(indirect light). The higher the value, the more light that bounces around the
scene.
Specular – changes highlighting, but is
also a reflectivity channel.
Transmission – works with the
transparency of shaders.
Volume – atmosphere or fluid effects.
Renders fog etc. more effectively.
Transparency depth – rendering through
multiple transparent materials.
Render 2 (After)
The second render shows the fix that was
made, as we can now see the background glass through the liquid of the
foreground glass. This has been achieved by increasing the ‘transmission’ to
12; there are a total of twelve surfaces in the scene (4 for each glass making
8 + both sides of each liquid, making 12).
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