I did a small study in blender. Just to answer some questions. I don’t know if any of my assumptions are correct - feel free to add you own thoughts. If you want to try around, here is the file: https://nx12131.your-storageshare.de/s/ATZpibr7qK9g79y
Note: This is rendering noise, NOT bubbles
Questions I had:
(1) Why is it dark here?
(2) Why is it bright here?
(3) Why is there a dark rim?
(4) Why is it VERY bright here?
Observation #1 - Specular Reflections (regarding Question 4)
On of the brightest parts of our slime interior is actually a blurred version of the inner spec reflection.
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Spec Reflection on the outer side of the sphere. Light comes from behind the camera. It’s an area light (to get a bigger source size and parallel light rays)
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Spec Reflection of our light but this time on the INSIDE of our sphere!
Here I rotate the sphere. Interesting: Even though my light rays are parallel, the (green) reflection on the inside of the sphere is bigger. Maybe the rays get bent light though a magnifiying glass?
https://imgur.com/qKIpWgF.gif
Here i rotate the sphere a bit and it is super interesting how the inner reflection deforms depending on the viewing angle (white spec spot is in front, green spec point is behind):
https://imgur.com/EtEPWHB.gif
Observation #2 - Roughness (regarding Question 4)
Here you see how the reflections change when I change the roughness of the material. It affects heavily both spec spots: the outer AND of course als the inner. This is one part of the big nice area we saw in the slime before.
https://imgur.com/xFuVUgc.gif
Here I’m the same but with the transmission roughness. This should basically add diffusion within the sphere, making the lights bounce around a lot (note: as the roughness of the material itself doesn’t change, in this example the outer reflection stays sharp - the inner too, but before the light rays can reach the back side, they are already scattered around - at least that’s my guess).
https://imgur.com/GK7Hlix.gif
Also interesting: When the diffusion is very big, you get a dark border. It seems that not much light can exit the sphere and then hit the camera when it exits near the border.
https://imgur.com/jN5z3Fd.gif
Observation #3 - Inverted Reflection (regarding Question 1)
Here is the answer, why my slime was darker in the upper side of the sphere. The transmission turns the world upside down (because it refracts the incoming light). So it’s natural, that it’s brighter in the lower area (if the sky is bright) and darker in the upper area (when the ground is dark):
And here you can see how the impression changes when the reflection gets blurred:
https://imgur.com/jMhJh8B.gif
Observation #4 - Weird Dark Rims
Interesting: Here we see the scene without any light except a grey HDRI - so, gray light from everywhere. And still: sometimes we see very dark rims. Not sure why…because the same light comes from all directions.
Observation #4 - Index of Reflection
IOR changes drastically how the inner reflections look. I had 1.75 as value, not sure why. Might be too high. Water is 1.33.
Observation #5 - Inner Reflection
Brighter spots can also appear in locations where you’d not expect them. Here for example I think I see inner reflections. First the light enters the bubble (1), gets reflected at the back (2) and then continues to bounce around.
With a but transmissive roughness (light scattering) it looks like this: