Volumina using real world refractive indices

Use this forum for general user support and related questions.
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Post Reply
lighting_freak
Posts: 234
Joined: Thu Jan 18, 2018 6:02 pm

Volumina using real world refractive indices

Post by lighting_freak »

Hi,

does lux core offers a feature like "old" classic lux to import tables that combines a certain wavelength with it's related refractive index.
It will allow more realistic dispersion as well as more trustful color mixing and total inner reflection handling while light is running through a volumina.

BTW Same question for wavelength dependent absorption coefficients to transfer volumetric real world data into lux.
Thanks in advance.

BR
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
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Volumina using real world refractive indices

Post by Dade »

lighting_freak wrote: Tue Feb 20, 2018 5:59 pm does lux core offers a feature like "old" classic lux to import tables that combines a certain wavelength with it's related refractive index.
It will allow more realistic dispersion as well as more trustful color mixing and total inner reflection handling while light is running through a volumina.
Not at the moment, the translation from wave length => IOR is currently fixed and done using the Cauchy equation. However it should be quite easy to add an option for using a translation table instead of the equation.
lighting_freak wrote: Tue Feb 20, 2018 5:59 pm BTW Same question for wavelength dependent absorption coefficients to transfer volumetric real world data into lux.
Thanks in advance.
At the moment, the only wave length dependent computation done in LuxCore are the one for dispersion. However the same solution used there could be extended for simulate other wave length dependent interactions (i.e. surface films, etc.).
Support LuxCoreRender project with salts and bounties
Post Reply