Search found 408 matches
- Thu Dec 13, 2018 11:49 am
- Forum: User Support
- Topic: Realistic simulation of camera and laser
- Replies: 25
- Views: 8664
Re: Realistic simulation of camera and laser
Hi CodeHD Opacity is not the same as transparancy in LuxCoreRender. Opacity makes objects vanish to set amount. This is the reason I did not have the idea to use opacity. I guess you mean "varnished", i.e. painted, not "vanished"? From what I saw in your example file, the behaviour of luxcore was n...
- Wed Dec 12, 2018 12:08 pm
- Forum: User Support
- Topic: Realistic simulation of camera and laser
- Replies: 25
- Views: 8664
Re: Realistic simulation of camera and laser
This is an interesting topic for me as well. I tried this a while back with v1.6 with a 5-element lens system. I sent some lasers through it to check the focus and everything worked as intended. See the image attached. Even got nice ghosts and shadows of the focal plane spot cast by the lens. When u...
- Tue Dec 11, 2018 8:44 pm
- Forum: User Support
- Topic: Problems with specular reflection and homogeneous volume
- Replies: 10
- Views: 3494
Re: Problems with specular reflection and homogeneous volume
Ok yes that again helps getting to the bottom of things. A quick check reveal that 1.6 (using the experimental luxcore as I did before) defaults to bidir. 2.0 defaults to path. I hadn't put much thought now into the different raytracing approaches (I know caustics are handled better in some than oth...
- Tue Dec 11, 2018 8:05 pm
- Forum: User Support
- Topic: Problems with specular reflection and homogeneous volume
- Replies: 10
- Views: 3494
Re: Problems with specular reflection and homogeneous volume
I did try your suggestion, but again that makes no difference. - I set up a clear and homegeneous volume - set world volume clear - Create a light, mirror and camera - Create a cube. Place mirror inside cube, light and camera a) outisde and b) inside cube. - assign clear volume to cube external, hom...
- Tue Dec 11, 2018 4:34 pm
- Forum: User Support
- Topic: Problems with specular reflection and homogeneous volume
- Replies: 10
- Views: 3494
Re: Problems with specular reflection and homogeneous volume
ok, I just made some progress actually! Attached is a test file I set up to have something simple and from scratch. Only a light, mirror and camera (and a file size that can be uploaded...) After all, I just got it to work by choosing BiDir instead of path tracing. I remember trying that with v2.0 y...
- Tue Dec 11, 2018 4:15 pm
- Forum: User Support
- Topic: Problems with specular reflection and homogeneous volume
- Replies: 10
- Views: 3494
Re: Problems with specular reflection and homogeneous volume
Unfortunately, that didn't work. Still the same image with v2.1beta3.
If i maually specify the camera volume also. If i select anything other than the world_volume the scattering disappears completely, so it seems to be auto-detecting it. Must be something else.
If i maually specify the camera volume also. If i select anything other than the world_volume the scattering disappears completely, so it seems to be auto-detecting it. Must be something else.
- Tue Dec 11, 2018 1:17 pm
- Forum: User Support
- Topic: Problems with specular reflection and homogeneous volume
- Replies: 10
- Views: 3494
Re: Problems with specular reflection and homogeneous volume
Seems like the attachments go missing if there are two dots in the file name...
Should work now.
Should work now.
- Tue Dec 11, 2018 1:02 pm
- Forum: User Support
- Topic: Problems with specular reflection and homogeneous volume
- Replies: 10
- Views: 3494
Problems with specular reflection and homogeneous volume
Hi, I've just recently installed the new LuxCoreRender 2.0. I was previously using 1.6 a bit, and there is one thing I can't seem to get working in 2.0. I also didn't find any info on this matter that helped me, so maybe someone here knows whats wrong. I'm trying to render the following setup: - One...