Search found 319 matches

by wasd
Thu Jul 05, 2018 1:04 am
Forum: User Support
Topic: Bidirectional strange with glossy material
Replies: 20
Views: 11830

Re: Bidirectional strange with glossy material

Triple beam splitter
Beams which go toward object (mesh) are not visible. Those going toward nothing are visible.
"Floor" on the second image has Null material. Mirror 3 is absent, don't mind the number.
by wasd
Thu Jul 05, 2018 12:27 am
Forum: User Support
Topic: Bidirectional strange with glossy material
Replies: 20
Views: 11830

Re: Bidirectional strange with glossy material

B.Y.O.B. wrote: Wed Jul 04, 2018 10:41 pm Try setting the camera volume to the same you used as the world volume.
Beam splitter! (with beam operator)
Mirror is half-translucent.

Camera volume set to world volume:
4.png
Camera volume set to dust volume (the volume which makes beam visible):
5.png
by wasd
Wed Jul 04, 2018 10:25 pm
Forum: User Support
Topic: Bidirectional strange with glossy material
Replies: 20
Views: 11830

Re: Bidirectional strange with glossy material

It's even funnier with mirrors: the beam is seen only after mirror 3, which is the third mirror on its path.
by wasd
Wed Jul 04, 2018 9:54 pm
Forum: User Support
Topic: Bidirectional strange with glossy material
Replies: 20
Views: 11830

Re: Bidirectional strange with glossy material

This is my experiments with a container (HDRI not included): There's homogeneous volume above "table" to make beam visible. With nothing on the its path, laser is clearly seen. 1.png Laser is seen in the "air" past container, but not before. 2.png With polystyrene sphere on laser...
by wasd
Fri May 18, 2018 8:23 am
Forum: User Support
Topic: Homogeneous volume absorption depth
Replies: 15
Views: 9667

Re: Homogeneous volume absorption depth

I can reproduce a weird view-dependent effect in your scene. https://youtu.be/oDtza9dQTYs edit: I have check if the cause is this bug: https://github.com/LuxCoreRender/LuxCore/issues/106 But even with a pyluxcore from the v2.0.x branch the problem appears. It also happens with sun+sky instead of an...
by wasd
Fri May 18, 2018 2:47 am
Forum: User Support
Topic: Homogeneous volume absorption depth
Replies: 15
Views: 9667

Re: Homogeneous volume absorption depth

You are confusing object transparency (or opacity if you prefer) with object surface+volume. Transparency makes all object (surface+volume) transparent, like with alpha channel. In your case must be set to 0, it is not what you are looking for. The object material describes the surface (i.e. the &q...
by wasd
Thu May 17, 2018 8:46 pm
Forum: User Support
Topic: Homogeneous volume absorption depth
Replies: 15
Views: 9667

Re: Homogeneous volume absorption depth

B.Y.O.B. wrote: Thu May 17, 2018 7:56 pm You might see something else than you expect because the material reflects too much light and transmits too little?
Maybe.
by wasd
Thu May 17, 2018 6:47 pm
Forum: User Support
Topic: Homogeneous volume absorption depth
Replies: 15
Views: 9667

Re: Homogeneous volume absorption depth

OK. I get it. Volumes just don't really work with anything but Null material.
by wasd
Thu May 17, 2018 6:04 pm
Forum: User Support
Topic: Homogeneous volume absorption depth
Replies: 15
Views: 9667

Re: Homogeneous volume absorption depth

Do you have an example scene, which shows the difference in absorption depth? I still cannot figure out how absorption depth affects the material. The absorption depth is the distance after which a white light ray (1, 1, 1) has the color that is specified as absorption color. You can see the effect...
by wasd
Thu May 17, 2018 3:52 pm
Forum: User Support
Topic: Homogeneous volume absorption depth
Replies: 15
Views: 9667

Re: Homogeneous volume absorption depth

The transmission color of the glossy translucent mat is black, so the volume does not make any difference because no light is transmitted. Do you have an example scene, which shows the difference in absorption depth? I still cannot figure out how absorption depth affects the material. This scene ha...