Spheres scene challenge

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Dade
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Re: Spheres scene challenge

Post by Dade » Mon Sep 23, 2019 8:17 pm

epilectrolytics wrote:
Mon Sep 23, 2019 7:11 pm
Dade wrote:
Mon Sep 23, 2019 5:45 pm
It sounds like a wrong world volume setup :?:
There is a fog box around the room, the camera and emitters are outside and no world volume defined.
When I define one and assign it as exterior to the fog box and the emitters, there is no change in rendering, still no incoming beam and the caustic beams are too bright.

(I think @FarbigeWelt has somewhere tested BiDir against Hybrid with lasers and volumes and found similar inconsistencies.)
If the box is made of NULL material, it may not work. Just use the world volume and remove the NULL material box :idea:
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kintuX
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Re: Spheres scene challenge

Post by kintuX » Mon Sep 23, 2019 10:41 pm

A side note from observing this scene.
With a simple test, to again show not to expect too much out of PT vs BiDir... no matter how many tricks or time one invests, IME, lack of precision and feature richness is constantly limiting the creation of effortless beauty.

"Laser on. A matte plane in a Fog."

Compute Unit: CPU
Halt Time: 30s

PT
LaserFog_PT.jpg

BiDir
LaserFog_BiDir.jpg

Also, from a quick look into details it seems to me there are quite a few differences between old Classic and New Core without any change to the scene :? IDK, just looks like too much time went into circling around the hot potato... ;)

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epilectrolytics
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Re: Spheres scene challenge

Post by epilectrolytics » Tue Sep 24, 2019 7:38 am

Dade wrote:
Mon Sep 23, 2019 8:17 pm
If the box is made of NULL material, it may not work. Just use the world volume and remove the NULL material box :idea:
Yep, that worked (for the incoming beam).
With world volume, PathOCL Metro + PGI and light tracing I could trace the rays completely.
Still volume caustics per light tracing are too bright and reflections on glass bodies are also missing
(Simple glass without dispersion for testing).
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