Composited Dispersion

July 20th, 2006 . 1 comment

Here’s another comp test in some of my experiments with cekuhnen in the blenderartists forums. It makes use of a simple Combine RGBA node, which I wrote the other day. It doesn’t exist in Blender but a patch is available in the tracker. Without that patch though, you can replicate the functionality using a slightly convoluted node network. This technique basically takes three different versions of the refracting material, with slightly different indexes of refraction, then adds them back together in the different R/G/B channels. I’ve blurred them slightly with a mask taken from the sphere on another render layer.

It doesn’t hold up too well in close up since you can see the three different layers quite sharply, rather than a smooth blend – for that you’d need more IOR layers. I also tried doing this in material nodes too, which would be a much better approach, however the way raytraced refractions is handled there seems to be a little bit weird, and it didn’t work out. Hopefully in the future this can be cleaned up, perhaps with specific raytracing nodes that output RGB or alpha or whatever.

blend iconA .blend file


Composited dispersion

dispersion nodes setup

§ One Response to Composited Dispersion

  • Hee Hoo says:

    I saw your conversation, concerning refractions and renderlayers, i was experimnting, and an object in 1 layer shower on a renderlayer of a different layer, through the refraction of the refractionary object, u can see stuff on all (even unenabled) layers.

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