Hi,
I'm working currently on an underwater scene and discovered some odd behavior of lights in volumes.
The Power of the lights is not as expected. I am not sure if it is some kind of bug or wrong settings.
Here is an example scene:
I set world, camera and the volumes on the light sources but the area light seems off.
Both the mesh light and the area light in the example scene have the same size and power.
The scene is rendered with BiDir Engine.
Blender Version is 2.93.8 with LuxCore Version 2.6
Problem with volume and lights
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Problem with volume and lights
- Attachments
-
- LightsVolumeExample.blend
- (868.85 KiB) Downloaded 111 times
Re: Problem with volume and lights
This look like a bug I have tried few things but it saty exactly the same.
Worse I have even found another strange behaviour:
Adding a point Light source to the scene will make it like a kind of
Black hole absorbing all rays in the scene:
Worse I have even found another strange behaviour:
Adding a point Light source to the scene will make it like a kind of
Black hole absorbing all rays in the scene:
Re: Problem with volume and lights
Works fine here.
It's just that your "World needs to know its Volume"
It's just that your "World needs to know its Volume"
Re: Problem with volume and lights
Great Kintux Just jump straight thinking this was already set
as the two other were working
as the two other were working
Re: Problem with volume and lights
Thanks Kintux, that works great
But I don't understand, why it makes a difference.
The description of the world volume says:
"Default Volume (used on materials without attached volume)"
But i set the volume on the area light. So this should be used instead of the world volume
But I don't understand, why it makes a difference.
The description of the world volume says:
"Default Volume (used on materials without attached volume)"
But i set the volume on the area light. So this should be used instead of the world volume
Re: Problem with volume and lights
I did another test with some kind of a fish tank and have the next problem
How do I set the volumes correctly in this case?
The outside of the tank is in contact with two volumes.
How do I set the volumes correctly in this case?
The outside of the tank is in contact with two volumes.
- Attachments
-
- LightsVolumeExample2.blend
- (1.36 MiB) Downloaded 110 times
Re: Problem with volume and lights
To work like this?
Camera > Auto-Volume
MeshLight > World Volume
Point Light > HitPlane added
Disclaimer:
Based on your model,
what's "correctly set" here is arbitrary.
- Attachments
-
- LightsVolumeExample2(hack)blend.blend
- (1.37 MiB) Downloaded 106 times
Re: Problem with volume and lights
Thank you kintuX, really appreciate your help
That is the result I was looking for. But i don't understand why it is working like this.
Why does the meshlight need the world_volume aka. air when it is under water
Is it just because of my ugly setup?
If we start with an empty scene. How would the correct way be to setup a submersed camera in a tank with some lights?
That is the result I was looking for. But i don't understand why it is working like this.
Why does the meshlight need the world_volume aka. air when it is under water
Is it just because of my ugly setup?
If we start with an empty scene. How would the correct way be to setup a submersed camera in a tank with some lights?
Re: Problem with volume and lights
Learn further, read & practice some more...
Test Underwater Paintings scene, check docs, tuts, explore forums... basically, construct knowledge with experience.
Example Scenes
Test Underwater Paintings scene, check docs, tuts, explore forums... basically, construct knowledge with experience.
Example Scenes
Re: Problem with volume and lights
Hi kuntuX, once again thank you for your support
I did some more tests and got results I'm happy with.
It is just a rough layout of the scene with nearly no textures, but the lighting goes in the right direction.
Here is a denoised version of the rendering (low path depth). Any advises how to further improve the setup?
I did some more tests and got results I'm happy with.
It is just a rough layout of the scene with nearly no textures, but the lighting goes in the right direction.
Here is a denoised version of the rendering (low path depth). Any advises how to further improve the setup?