Optic Fiber

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xlxs
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Optic Fiber

Post by xlxs » Sun Sep 15, 2019 3:43 pm

I wondered if creating optic fibers (without faking them) in luxcore was possible. Then I used the ivy gen addon, converted it to mesh, added a plane with emmision material and added a bool modifier to it. Tuned light paths to 256. The ground is a 99% black material, so the camera views the scattered light of the air volume and not much of the ground diffusion.
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After 2 hours of rendering (+ denoising) some of the light comes out of some optic fibers ends.
After 2 hours of rendering (+ denoising) some of the light comes out of some optic fibers ends.
The yellow outline indicates the emission sources. Beneath the light sources, an 100% black mesh is placed to absorb light going in the wrong direction.<br />Note that the optic fibers are open to both ends (because of laziness)(but no1 will notice)
The yellow outline indicates the emission sources. Beneath the light sources, an 100% black mesh is placed to absorb light going in the wrong direction.
Note that the optic fibers are open to both ends (because of laziness)(but no1 will notice)

wasd
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Re: Optic Fiber

Post by wasd » Sun Sep 15, 2019 11:02 pm

I tried some fibers too.
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optifiber.png
optifibers.blend
(619.98 KiB) Downloaded 8 times
CPU Bidir (sometimes GPU Path) + Metropolis | Log Power | Core i5-4570

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xlxs
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Re: Optic Fiber

Post by xlxs » Mon Sep 16, 2019 7:32 am

This looks interesting. I played around with your scene, really liked the fast resolving reflections that you get around the optic fibers tips.

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xlxs
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Re: Optic Fiber

Post by xlxs » Mon Sep 16, 2019 7:48 am

I probably setup wrong the eye depth to 6 but in the wiki it says: "If your scene contains mostly direct lighting, you may be able get a small speed boost without any detrimental effects by setting this lower than the eye depth". And I wanted to get light to bounce at the glass and then scatter at the air, so I cared most about this value. :D.
The light is also very strong, but the air scattering is almost realistic ( it's 0.003).So it had to be strong for scattering to appear. (to be sure it appeared I used a simple setup with the same volume, and a simple light with the same strength and nothing else. The scattering appeared ok there).
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Here is an image rendered 6 hours, but smaller in res.
Here is an image rendered 6 hours, but smaller in res.
lightTree.blend
(5.99 MiB) Downloaded 7 times

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