Re: Distorted window
Posted: Thu Nov 08, 2018 6:24 am
Hi all,
Thank you dir all you (philosophic) input.
Yes, you're right, varying the IOR on surfaces only is not the truth... a volumemetric IOR variation would be the more correct description. Sounds like a nice feature for scientists but I don't see a real application that makes it necessary to implement it immediately.
Please let me dig one more time into the IOR topic.
On first post I was referring to a thread that handles an IOR variation over surface, texture driven, right?
1 st. question: is my node setup at least correct and creates an IOR variation between 1.4 and 1.6? Why had the "FAC" been removed from the node?
2nd. question: How does luxcore handle the issue that it meets a different IOR for entering and leaving a volume?
Will there be some stopped error rays (path) or does it simply ignore the fact and continues calculation?
Thank you
BR
Thank you dir all you (philosophic) input.
Yes, you're right, varying the IOR on surfaces only is not the truth... a volumemetric IOR variation would be the more correct description. Sounds like a nice feature for scientists but I don't see a real application that makes it necessary to implement it immediately.
Please let me dig one more time into the IOR topic.
On first post I was referring to a thread that handles an IOR variation over surface, texture driven, right?
1 st. question: is my node setup at least correct and creates an IOR variation between 1.4 and 1.6? Why had the "FAC" been removed from the node?
2nd. question: How does luxcore handle the issue that it meets a different IOR for entering and leaving a volume?
Will there be some stopped error rays (path) or does it simply ignore the fact and continues calculation?
Thank you
BR