Distorted window

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Re: Distorted window

Post by lighting_freak » Thu Nov 08, 2018 6:24 am

Hi all,

Thank you dir all you (philosophic) input.

Yes, you're right, varying the IOR on surfaces only is not the truth... a volumemetric IOR variation would be the more correct description. Sounds like a nice feature for scientists but I don't see a real application that makes it necessary to implement it immediately.

Please let me dig one more time into the IOR topic.
On first post I was referring to a thread that handles an IOR variation over surface, texture driven, right?

1 st. question: is my node setup at least correct and creates an IOR variation between 1.4 and 1.6? Why had the "FAC" been removed from the node?

2nd. question: How does luxcore handle the issue that it meets a different IOR for entering and leaving a volume?
Will there be some stopped error rays (path) or does it simply ignore the fact and continues calculation?

Thank you
OS - Windows 7 X64
CPU - Intel CORE i7
GPU1 - Variants of notebook card from nVidia
GPU2 - Variants of notebook onboard card from Intel
Lux - Latest possible relaease

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