Roughness example (0.01-1 in 50 frames): To me it simply feels as too dark and I think (IIRC) that glass had much better behavior in previous LuxRender 1.7 (classic&core) version, at least it wasn't loosing so much energy.

Yes, you go out of visible spectrum out of an healthy range.Sprocket wrote: Thu Aug 16, 2018 8:48 am Also the issue with clear glass might just be the values that you are using. The tool tip for dispersion says:
"Realistic values range from 0.00354 to 0.01342"
See https://en.wikipedia.org/wiki/Cauchy%27s_equation (upper right image) for values on visible spectrum.
Yes, i know.Sprocket wrote: Thu Aug 16, 2018 5:12 am I changed material in your example file a bit...
Capture.PNG
Sprocket wrote: Thu Aug 16, 2018 8:48 am Also the issue with clear glass might just be the values that you are using. The tool tip for dispersion says:
"Realistic values range from 0.00354 to 0.01342"
Thanks, all that got me thinking again...Dade wrote: Thu Aug 16, 2018 9:08 am See https://en.wikipedia.org/wiki/Cauchy%27s_equation (upper right image) for values on visible spectrum.
We were talking of the first image, of dispersion and Cauchy's equation: how can be Cycles used as reference if it doesn't support dispersion at allkintuX wrote: Thu Aug 16, 2018 1:52 pmThanks, all that got me thinking again...Dade wrote: Thu Aug 16, 2018 9:08 am See https://en.wikipedia.org/wiki/Cauchy%27s_equation (upper right image) for values on visible spectrum.
Roughness (0-1 in 50 frames) with Cycles 'MultiscatterGGX' Glass
CyclesMGGX_GlassRoughness.gif
Can simulate dispersion in Cycles with shader nodes, separating RGB chanels using different IORs and adding, summing it back.Dade wrote: Thu Aug 16, 2018 3:00 pm We were talking of the first image, of dispersion and Cauchy's equation: how can be Cycles used as reference if it doesn't support dispersion at all![]()
Had disabled caustics (both/ reflective & refractive) for the sake of clearer image, since second example is mainly about roughness and multi-scattering. With caustics on, i assume, rough glass would just be a fraction brighter since all rays get scattered thus caustic effect can't even be produced.Dade wrote: Thu Aug 16, 2018 3:00 pm P.S. Cycles is also not rendering any caustic at all in your image.
That is not even vaguely dispersion.kintuX wrote: Thu Aug 16, 2018 4:27 pmCan simulate dispersion in Cycles with shader nodes, separating RGB chanels using different IORs and adding, summing it back.Dade wrote: Thu Aug 16, 2018 3:00 pm We were talking of the first image, of dispersion and Cauchy's equation: how can be Cycles used as reference if it doesn't support dispersion at all![]()