Gleb Alexandrov writes:
Simulating a glass shader with dispersion, caustics and other wizardry in Cycles can be tedious. The architecture of vanilla path-tracing engines like Cycles just doesn’t work well with caustics. So… is there a workaround?
In this Blender tutorial we’ll explore the tips and tricks of creating the advanced glass material in Cycles, without compromising the quality (too much).
1 Comment
As usual, an awesome tutorial, thanks Gleb.