Thread: Real world refraction fx with Fusion

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  1. #1 Real world refraction fx with Fusion 
    Join Date
    Feb 2010
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    Italy
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    Hello everyone.

    Does Fusion can create a real world physic refraction effect like these ?
    http://www.pbs.org/wgbh/nova/assets/...e-03-large.jpg
    http://www.enchantedcrystals.com/gra...tal_70mmSW.jpg

    Consider i have a chandelier with hundres of crystals. I imported the fbx of the model in the scene.
    I have the RGB pass projected onto the model. (the scene is static).

    I created a masked rainbow with a BG and applied a blur to smooth it.
    Than i created a particle system and piped the BG on the pEmitter to creare a sort of rainbows' cloud.
    I used this particles in the "refraction channel" on the reflection material.
    Than i displaced the rainbows with the real geometry of the chandelier to give more realistic look.
    Can this be a good solution ?

    Hope there is a better solution (even with some expression) and a way to use lights which will be refracted through the crystals. Consider i want to create an animation instead of static render. The effects should behave correctly based on any view.

    Can anyone suggest a solution to achieve this ?

    Thanks !
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  2. #2  
    Join Date
    Jul 2003
    Location
    germany
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    for physic correct refraction you need raytracing, since fusion doesnt do it in the renderer you would need do some how fake it

    dont know a soultion right now
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  3. #3  
    Join Date
    Feb 2010
    Location
    Italy
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    Hi again pingking!
    Yes i unfortunately know that
    for physic correct refraction you need raytracing
    ...
    If you figure out some solution please write. Does the solution i wrote make sense to you?
    I attach an example of what i achieved
    Click image for larger version

Name:	crystals.jpg
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