Search found 80 matches

by mick
Tue Feb 12, 2019 1:04 pm
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

Thanks, I'll have to check later.

Just for curiosity, why do you measure from a translucent plate. This is my real world setup. But for Blender/LuxCoreRender I can just put the orthographic camera in front of an opaque plate, right? All other objects are camera invisible, and the camera anyway.
by mick
Mon Feb 11, 2019 8:36 am
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

Just a quick test with manual linear 0.00001
Untitled.png
Shadow below thin glass is still much brighter than directly irradiated area.

I don't think that it has to do with the tone mapper. Maybe ray sampling???
by mick
Sun Feb 10, 2019 11:40 pm
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

I have yet to check where exactly is the problem but the root is in "scene.camera.screenwindow" for sure. I don't understand why screenwindow should cause this. The issue is that light intensity is missing in directly irradiated area compared to shadow area. Here another example: Untitled...
by mick
Sun Feb 10, 2019 11:24 pm
Forum: User Support
Topic: scene.volumes.<volume name>.absorption
Replies: 9
Views: 5167

Re: scene.volumes.<volume name>.absorption

Sorry, I've to come back to this.

Code: Select all

Transmittance = Exp(-<absorption> * <distance>)
does not work for a distance < 1. I would have to specify an absorption > 1, which does neither work in Blender nor LuxCore SDL.

Is there a way to specify an absorption_depth in LuxCore SDL?
by mick
Sun Feb 10, 2019 5:54 pm
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

I'm using LuxCoreRender Blender plugin 2.1 just download two hours ago.

The attached file gives me the odd result shown in my previous post.

Would you please check. Are there relevant changes in your alpha version?
by mick
Sun Feb 10, 2019 4:25 pm
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

Just tested to switch the renderer to cycle or blender. Both corrects the situation: shadow becomes darker than the rest also with orthographic camera.

So I really think that there is a bug in the handling of orthographic camera in LuxCoreRender.
by mick
Sun Feb 10, 2019 4:16 pm
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

Just another test. Close orthographic camera with another glass in the opposite quarter. That glass is much thinner, hence more light and gloss from the sun. And again almost no light outside of the shadow. image_ortho_close_2.png It seems like the renderer is almost neglecting direct rays. (direct ...
by mick
Sun Feb 10, 2019 3:57 pm
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

I'm testing your scene but changing the camera Z position produces the same rendering (as expected). Setting the origin of an orthographic camera close to the floor (e.g. -15) brings a circular pattern below the glass. More distant (e.g. -1) this patter is not recognizable. Where does this pattern ...
by mick
Sun Feb 10, 2019 9:30 am
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

Idea for workaround: place a perspective camera extremely far away

All other objects are camera invisible. Air volume is clear, absorption = 0 0 0.

Will this work for reliable measurement, or will I run in other issues?
by mick
Sun Feb 10, 2019 8:49 am
Forum: User Support
Topic: problem with orthographic camera
Replies: 26
Views: 15053

Re: problem with orthographic camera

If I mark the glass rough with a roughness of 0.1 the glass shadow becomes dark for to orthographic camera. But with a roughness of 0.05 again there is more light passing through the glass than through air. This is also true if I remove the world volume, or set its scattering to zero. Why is there m...