The short animation here:
https://youtu.be/7tHnC6GD91w
is based on the scene of this picture:
- Glasses CPU BiDir 800 Samples 7 h 2400x2000
As you can imagine I had to set samples per frame to a low value of 20 samples to get the animation rendered over night.
I guess, this kind of visualisation is seldom used for professional work. For more serious work diffraction is missing. Diffraction effects should help with soap bubbles, oil films, metal surfaces, butterfly wings, demirrored glass surfaces used for monitors or glasses.
EDIT 1:
Same scene, GUP path, different materials: mixes between dispersive and rough glasses. As one can see, homogenous material is not scattering LASER beams, dispersion changes look of glasses but has not any effect on light passing through materials. The scene looks clear and sterile.
Big advantage is rendering speed. 200 samples in 20 s per frame. This speed is amazing (R290x 4GB, R390X 8GB).
There might be room to reduce total time per frame a few seconds if enough memory is available and if i.e. object count keeps constant during animation. Means to use the same approach as for view port renders.
https://youtu.be/XDBVyQRIuPY
In this animation only camera moves and changes its focal length.
- Glasses Path OpenCL 200 Samples 20 s 1000x1000.jpg
EDIT 2:
Exactly the same scene used for the picture above, different viewing angle, CPU BiDir (i7 4770K, 32 GB).
Some close look at reasonable BiDir depth settings for this scence. As you can see, eye path 3 leads to dark parts on the front surface because objects behind the object are invisible with eye path depth 3. Eye path depth 5 is already enough to get an acceptable image. With depth 10 the scene gets brighter, especially the parts in the back and the scattering homogenous volume.
Looking at required time eye depth 5 together with light path depth 5 are reasonable settings,
respecting purpose of the scene:
Show LASER beams in air, their reflection and dispersion depending on material mix ratio.
- BiDir Glasses Depth Time Look
One little strange thing: texture 3D checkered shows different patch sizes although scale is set to uniform size 10. Room edges have a length of 2.5 m, this is about real world room height for rentals.
EDIT 3:
Finally, mix of dispersive and rough glass deliver expected mixes depending on amount of mix materials.
- BiDir Glasses, dispersive mixed with rough
What I still don't have an answer for: Why looks dispersive glass reddish?
Is this linked to dispersion value or refraction value or a combination of both?
Or is it related to the point of view (angle)?
The shorter the wave length the slower the light speed in a medium.
Light speed change leads to refraction index.
Refraction index depends on wave length resp. color (and temperature, resp. material density).
EDIT 4:
It is still reddish. But meanwile I know it is the scene setup with the lasers.
- Glass Flint and Silica
- Dispersion in different Colors
EDIT 5:
Influence of clamping is quite impressive.
- Dispersions Clamped
Some adjustments for the room light, the tonemapper gain and the laser's power results in this picture.
- Dispersion in White Clamp 2000 500 Samples
EDIT 6:
Animated RGB, clamp 1000, 50 samples, laser gwe: 2,100,100 area 0.02
https://youtu.be/wDYMa8ONVQs