Cold Fusion

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B.Y.O.B.
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Re: Cold Fusion

Post by B.Y.O.B. »

Dade wrote: Mon Jan 29, 2018 1:01 pm P.S. going to check volumes absorption code, I have the strange feeling it may be something wrong.
Note that BlendLuxCore is implicitly creating a colordepth texture for the "Absorption" socket:
https://github.com/LuxCoreRender/BlendL ... __.py#L126
Maybe you mean that?

What I find weird in this scene is that the incoming laser beams are not visible. Or am I misinterpreting something?
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Dade
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Re: Cold Fusion

Post by Dade »

B.Y.O.B. wrote: Mon Jan 29, 2018 1:28 pm What I find weird in this scene is that the incoming laser beams are not visible. Or am I misinterpreting something?
Yes, that it is what I'm looking into.
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Re: Cold Fusion

Post by kintuX »

Had set the scale to match real world (1:1), Laser 1cm, volume definition as suggested by Dade... 2min later:
luxCore-1_Render Result_slot_3.jpg
then fiddling some more cuz... oh, where are the lazers?
luxCore-1_Render Result_slot_8.jpg
ahhh... there they are. :o
Maybe because they were set to 0 W & 0 efficiency ;)

Edit:
Q: Is it possible to implement Rectangle shape for Laser?
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Dade
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Re: Cold Fusion

Post by Dade »

Dade wrote: Mon Jan 29, 2018 1:45 pm
B.Y.O.B. wrote: Mon Jan 29, 2018 1:28 pm What I find weird in this scene is that the incoming laser beams are not visible. Or am I misinterpreting something?
Yes, that it is what I'm looking into.
Ah, got it, the world has no volumes so all the rays starting from the camera travels into the void. The solution is to set the default world volume (or to set the prism and all other objects outside volume).
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Dade
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Re: Cold Fusion

Post by Dade »

kintuX wrote: Mon Jan 29, 2018 1:57 pm Q: Is it possible to implement Rectangle shape for Laser?
Well, yes but you can achieve the same result with a quad light source with the emission angle (i.e. theta) set to 0.
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B.Y.O.B.
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Re: Cold Fusion

Post by B.Y.O.B. »

Dade wrote: Mon Jan 29, 2018 2:13 pm Ah, got it, the world has no volumes so all the rays starting from the camera travels into the void. The solution is to set the default world volume (or to set the prism and all other objects outside volume).
I really need to add support for the default world volume.
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Re: Cold Fusion

Post by kintuX »

Dade wrote: Mon Jan 29, 2018 2:14 pm
kintuX wrote: Mon Jan 29, 2018 1:57 pm Q: Is it possible to implement Rectangle shape for Laser?
Well, yes but you can achieve the same result with a quad light source with the emission angle (i.e. theta) set to 0.
Oh, sorry for my ignorance... is that a mesh light with emission shader & angles yet to be be exposed in blender or do i have to manually edit the scene file :oops:
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Re: Cold Fusion

Post by Sharlybg »

Dade wrote: Mon Jan 29, 2018 2:14 pm
kintuX wrote: Mon Jan 29, 2018 1:57 pm Q: Is it possible to implement Rectangle shape for Laser?
Well, yes but you can achieve the same result with a quad light source with the emission angle (i.e. theta) set to 0.
I still fear the first result can be achieve with laser :?
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B.Y.O.B.
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Re: Cold Fusion

Post by B.Y.O.B. »

kintuX wrote: Mon Jan 29, 2018 2:27 pm is that a mesh light with emission shader & angles yet to be be exposed in blender
It is already implemented, will be in the next release.
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Re: Cold Fusion

Post by Sharlybg »

typo error :

I still fear the first result can't be achieve with laser :?
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