Area laser light missing in viewport render

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Burk
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Location: Hamburg, Germany

Area laser light missing in viewport render

Post by Burk » Thu Jun 07, 2018 8:57 am

Blender 2.79b, LuxCore 2.0

I have a project to show geometric optics with area laser light.
Here a sample for a laser from above meeting a glass slab:
Prism3 v4 Glasscheibe Detail.png
That works fine with rendering (F12), but doesn't work with viewport rendering (Shift + Z).
s. blend-file attached
How can I get the preview in viewport rendering?

B.t.w. is there a description what exactly the parameters of volumes do? E.g. priority?
Attachments
prism3 v4 Glasscheibe Detail.blend
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Last edited by Burk on Thu Jun 07, 2018 9:15 am, edited 1 time in total.

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B.Y.O.B.
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Re: Area laser light missing in viewport render

Post by B.Y.O.B. » Thu Jun 07, 2018 9:12 am

Burk wrote:
Thu Jun 07, 2018 8:57 am
That works fine with rendering (F12), but doesn't work with viewport rendering (Shift + Z).
The viewport always uses the RT Path CPU engine, which is not able to compute the complicated light paths in your scene.
Burk wrote:
Thu Jun 07, 2018 8:57 am
B.t.w. is there a description what exactly the parameters of volumes do? E.g. priority?
Not yet.
Volumes with a higher priority replace volumes with lower priority in areas where they overlap.
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B.Y.O.B.
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Re: Area laser light missing in viewport render

Post by B.Y.O.B. » Thu Jun 07, 2018 8:27 pm

Just remembered we actually have a wiki page about the volume settings thanks to Piita.
However, the priority parameter is not yet described there.
https://wiki.luxcorerender.org/LuxCoreRender_Volumes
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