Hello,
I wanted to ask if (and how) it is possible to use LuxCoreRenderer to get information about the Light (quantity and color) that arrives in a specified point somehwere in a scene using the global illumination algorithms implemented in the renderer. The points of measurement I want to use are not bound to a surface, usually they are in the air somehwere in a scene. My first approach would be to render a qube map with a low resolution from that point in the scene and then accumulate the resulting color values but maybe there is a better / faster way to achieve that goal?.
thx.
LuxCoreRenderer for light measurement
Re: LuxCoreRenderer for light measurement
You could use a panoramic camera to collect the radiance arriving in a 3D point. You will obtain an image like:msi wrote: ↑Fri Jun 22, 2018 9:05 am I wanted to ask if (and how) it is possible to use LuxCoreRenderer to get information about the Light (quantity and color) that arrives in a specified point somehwere in a scene using the global illumination algorithms implemented in the renderer. The points of measurement I want to use are not bound to a surface, usually they are in the air somehwere in a scene. My first approach would be to render a qube map with a low resolution from that point in the scene and then accumulate the resulting color values but maybe there is a better / faster way to achieve that goal?.
The other option is to implement a special type of camera, it could takes a list of points to evaluate and it would produce just a text file with numerical values. This would be far better if you have to measure several 3D points in the same scene.
Re: LuxCoreRenderer for light measurement
Hallo, thanks for the answer. I thought about that durign the weekend. Even if this would be already great, i think it does not coved the direct light influence from a light source since the light source is usually not visible in a rendered picture. Is there a posibilit to do the same caclulation that ar usually done on a surface that is hit by a ray just somewhere in the space of a scene? Or is there a better way to take the direct illumination into account?
Thx
Thx
Re: LuxCoreRenderer for light measurement
You could use the DEPTH AOV and camera position to rebuild the position of the small area patch seen by a pixel and use the Irradiance AOV to obtain the irradiance received by the patch. But it is very stretched and works only for surfaces, not arbitrary points in space.msi wrote: ↑Mon Jun 25, 2018 5:53 am Hallo, thanks for the answer. I thought about that durign the weekend. Even if this would be already great, i think it does not coved the direct light influence from a light source since the light source is usually not visible in a rendered picture. Is there a posibilit to do the same caclulation that ar usually done on a surface that is hit by a ray just somewhere in the space of a scene? Or is there a better way to take the direct illumination into account?
It looks more and more like you need to modify the code to obtain what you need.
Re: LuxCoreRenderer for light measurement
ok, i was already aware of that, but sometimes it is just worth to ask before. Thank you anyway