The prism scene has some very tight light beams coming from corners and some partial sub reflections / refractions, but it looks pretty okay with BiDirVM.
weird volumetric lighting glitch
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: weird volumetric lighting glitch
With BIDIRVMCPU still looks the same to me. Same glitch.
![Sad :(](./images/smilies/icon_e_sad.gif)
Scene (for Standalone):
- FarbigeWelt
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Re: weird volumetric lighting glitch
I took your file and changed Metropolis to 50%,128,3%.
The result did not show any glitch.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
MacBook Air with M1
Re: weird volumetric lighting glitch
Nope. Bit less pronounced, yet still glitchy... please, prove with an image next time - is worth more than a thousand words.FarbigeWelt wrote: ↑Thu Jun 13, 2019 6:17 amI took your file and changed Metropolis to 50%,128,3%.
The result did not show any glitch.
![Wink ;)](./images/smilies/icon_e_wink.gif)
Thanks.
Anyways, until something drastically changes in code (for volumetrics), i give it a rest.
![Arrow :arrow:](./images/smilies/icon_arrow.gif)
- FarbigeWelt
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Re: weird volumetric lighting glitch
Please have a look at the images- Maybe I have changed something else but I don't remember anything relevant. More than thousand words... Sure? One Mpixel image uses much more than thousand words (=64 bit or 8 Bytes) space.
![Geek :geek:](./images/smilies/icon_e_geek.gif)
Human imagination can produce wonderful things in mind with just a few words input. Parroting phrases can make nonsense. Too often an image does not mean anything if it misses a short description. But a simple sentence can be explicit. Think about it.
However, your file Prism2LC is not set up properly for volumes. I don't know to what the missing external volume of the prism effects. And the mirrors have not any volume defined at all. I have switched your env volume to external volume and added a heterogeneous volume with scattering of 0.001 to the prism. Due to your answer I have download your file again and it is right, the adjustment of Metropolis did not help against the glitch. I am currently looking for the change that fixed the issue. (I should keep track of changes the next time.)
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
MacBook Air with M1
Re: weird volumetric lighting glitch
Word - purely abstract. Thought - simply subjective. Image - just objective. All in all, totally relative.FarbigeWelt wrote: ↑Fri Jun 14, 2019 9:15 pm Please have a look at the images- Maybe I have changed something else but I don't remember anything relevant.
Prism BiDir Metropolis denoised 640 samples bevelled.pngPrism BiDir Metropolis raw 640 samples bevelled.png
More than thousand words... Sure? One Mpixel image uses much more than thousand words (=64 bit or 8 Bytes) space.![]()
Human imagination can produce wonderful things in mind with just a few words input. Parroting phrases can make nonsense. Too often an image does not mean anything if it misses a short description. But a simple sentence can be explicit. Think about it.
![Wink ;)](./images/smilies/icon_e_wink.gif)
Not my scene, put no effort into it. Only touched it to please my wandering eye, but to my surprise, minor problem appeared. Or so it seemed - well, so i thought.FarbigeWelt wrote: However, your file Prism2LC is not set up properly for volumes. I don't know to what the missing external volume of the prism effects. And the mirrors have not any volume defined at all. I have switched your env volume to external volume and added a heterogeneous volume with scattering of 0.001 to the prism.
Took time to go into to details. Yes, scene is an abomination for pro-creativityFarbigeWelt wrote: Due to your answer I have download your file again and it is right, the adjustment of Metropolis did not help against the glitch. I am currently looking for the change that fixed the issue. (I should keep track of changes the next time.)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
After couple of hours analyzing & diagnosing all posible variations i found it!!! GOT NOTHING TO DO WITH VOLUMES !!!.
It's the freakin' laser beam! Sometimes it shows as visible, but sometimes not. Depending on angle, wattage and efficacy, such a glitch can occur.
![Image](https://media.giphy.com/media/j4wNsKpCsevwXd124Q/giphy.gif)
& That's all folks!
Re: weird volumetric lighting glitch
Thank you for investigating this issue.
Please open bug reports in https://github.com/LuxCoreRender/LuxCore/issues/new with the following:
- short description of the problem
- scene showing the problem (.blend or, even better, result from LuxCore scene export in text format)
- render output images showing the problem
- a description of the steps to make to replicate the problem
Please open bug reports in https://github.com/LuxCoreRender/LuxCore/issues/new with the following:
- short description of the problem
- scene showing the problem (.blend or, even better, result from LuxCore scene export in text format)
- render output images showing the problem
- a description of the steps to make to replicate the problem
Re: weird volumetric lighting glitch
Today, I played around again with this as well (hadn't followed the details of this thread very well teh last few days), and after installing the new 2.2beta2.kintuX wrote: ↑Sat Jun 15, 2019 10:11 am Took time to go into to details. Yes, scene is an abomination for pro-creativity![]()
After couple of hours analyzing & diagnosing all posible variations i found it!!! GOT NOTHING TO DO WITH VOLUMES !!!.
It's the freakin' laser beam! Sometimes it shows as visible, but sometimes not. Depending on angle, wattage and efficacy, such a glitch can occur.
I see the same glitch, and it also appears to be conencted to the laser beam size, and the camera axis. Based on what I see, I also believe it to be caused by the light-rays rather than the camera rays. For very wide lasers, the direct beam appears to decay quickly. After another object (e.g. a glass lens), the "decayed" suddenly reappears at a mor realistic intensity. The dark band may still appear, depending on how the beam is being focused.
I have made a simple file to show the problem. I can open a GitHub issue as well.
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- bidir_volume_lightrays.blend
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Re: weird volumetric lighting glitch
Being late to the party won't stop me reporting my own bug version
It looks like after passing through a refractive body reflection does not work properly:
When I activate the mirror in viewport render only the leg of the beam reflecting off is rendered but the part between prism and mirror suddenly disappears
Edit: Solved by CodeHD, missing volume assignment for mirror, no bug!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
It looks like after passing through a refractive body reflection does not work properly:
When I activate the mirror in viewport render only the leg of the beam reflecting off is rendered but the part between prism and mirror suddenly disappears
![Surprised :o](./images/smilies/icon_e_surprised.gif)
Edit: Solved by CodeHD, missing volume assignment for mirror, no bug!
Last edited by epilectrolytics on Sun Jun 16, 2019 1:26 pm, edited 1 time in total.
Re: weird volumetric lighting glitch
Have you checked if all your interior/exterior volumes are set up correctly? Especially check the camera volume. Usually this is the problem.epilectrolytics wrote: ↑Sun Jun 16, 2019 12:53 pm looks like after passing through a refractive body reflection does not work properly:
When I activate the mirror in viewport render only the leg of the beam reflecting off is rendered but the part between prism and mirror suddenly disappears