Water Reflections Onto Objects (Caustics?)



  • I'm trying to get water reflections onto a cave wall using a spot light with a gel. The big problem is the repeating tiles. Is there a way to more randomize this in the material room?

    Also, if there is a procedural shader way of doing this that would be ok too. I've already tried the cellular and turbulence mode but with no success.

    I'm using Firefly, PP11.

    0_1530994697071_2f4257c7-7782-4158-9c47-6a099ae0a51f-image.png
    0_1530994718942_4e4b1621-d3e2-4e75-baf6-408993e2fe46-image.png



  • Someone recently had a similar problem that, as far as I remember, was solved.

    The other thread is here: https://forum.smithmicro.com/topic/3976/pp2014-cellular-node-how-to-get-rid-of-that-godawful-repeating-pattern



  • Thanks TG

    I looked at the link you provided and took a little from there, I think, I experimented so much I lost track of how I got here. I also took a bit from this link here Rotate texture map, how to and came up with this mish mash of what, I don't know. I'm sure it's messy and redundant but it's close to what I wanted. Trust me, I didn't math anything here, it was all trial and error, lol.

    This is inside a cave with a slight overhang with water below it. I was trying to get the caustics to not go too high because I don't think they would actually bounce to the roof of the cave.
    0_1531020858232_ee5138dc-1cf3-41db-a402-c13622d9ae5e-image.png

    And the nodes.
    0_1531020912601_2e65640b-13d5-4aef-a922-5695824bc165-image.png