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Carrara F.A.Q (Last Updated: 2026 Jul 11 2:50 am)

 

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Subject: Caustics


Thelby ( ) posted Tue, 17 June 2008 at 1:52 PM · edited Tue, 07 July 2026 at 8:19 PM

I have modeled some object Items, applied a glass shader and am unable to get caustics to show up when light passes through the objects. I am sure it is something simple, can someone point me in the right direction?

Thanks,
Thelby

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Then have Politically Correct-Incorrectness!!!


tkane18 ( ) posted Tue, 17 June 2008 at 4:37 PM · edited Tue, 17 June 2008 at 4:39 PM

file_408551.jpg

Here's a quick render with a glass sphere and the default 3 point light setup. Do you have caustics checked off in the render room?

Caustics settings:
Intensity: 167%
Photon Count: 40000
Filter Size: 66


tkane18 ( ) posted Tue, 17 June 2008 at 4:43 PM

file_408552.jpg

Here's another image.  Same scene / settings but different object.


GKDantas ( ) posted Tue, 17 June 2008 at 5:10 PM

The caustic effect just are visible in some right camera angles and with correct light

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Thelby ( ) posted Wed, 18 June 2008 at 12:23 AM

Ah, I see, Very Nice. So the caustic tick is in the render room that's why I could not find. I have looked everywhere else!!!! Thanks So Much!!!! I go and look now!!!

I would rather be Politically Incorrect,
Then have Politically Correct-Incorrectness!!!


GKDantas ( ) posted Wed, 18 June 2008 at 8:14 AM

Yes, the idea is the same as projecting a shadow, if the light is in a strange angle you will not see it. So think in a light rig that can project the light throught the object hitting a plane... Dont forget to turn Caustic on in the Render Room.

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xoconostle ( ) posted Fri, 20 June 2008 at 3:51 PM

 It's often beneficial to experiment with the intensity and photon count sliders in the Caustics box of the Rendering tab. The default settings aren't necessarily the best for verisimilitude. 

 I wish I could figure out how to completely eliminate flicker of caustics during animations. Perhaps it can't be done, but I suspect it's a matter of finding the proper settings (and enduring slower render times.) 


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