Re: weird volumetric lighting glitch
Posted: Wed Jun 12, 2019 6:01 pm
The prism scene has some very tight light beams coming from corners and some partial sub reflections / refractions, but it looks pretty okay with BiDirVM.
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The prism scene has some very tight light beams coming from corners and some partial sub reflections / refractions, but it looks pretty okay with BiDirVM.
With BIDIRVMCPU still looks the same to me. Same glitch.
I took your file and changed Metropolis to 50%,128,3%.kintuX wrote: Wed Jun 12, 2019 9:12 am Still appears to be something present...![]()
RAW render
Prism2CF_LC2-2b_RAW_VolumeGlitch.jpg
CONVERGENCE mix with SAMPLECOUNT
Prism2LC 00001_CONVERGENCE over SAMPLECOUNT.jpg
Scene
Prism2LC.blend
Nope. Bit less pronounced, yet still glitchy... please, prove with an image next time - is worth more than a thousand words.FarbigeWelt wrote: Thu Jun 13, 2019 6:17 amI took your file and changed Metropolis to 50%,128,3%.kintuX wrote: Wed Jun 12, 2019 9:12 am Still appears to be something present...![]()
RAW render
Prism2CF_LC2-2b_RAW_VolumeGlitch.jpg
CONVERGENCE mix with SAMPLECOUNT
Prism2LC 00001_CONVERGENCE over SAMPLECOUNT.jpg
Scene
Prism2LC.blend
The result did not show any glitch.
Please have a look at the images- Maybe I have changed something else but I don't remember anything relevant. More than thousand words... Sure? One Mpixel image uses much more than thousand words (=64 bit or 8 Bytes) space.kintuX wrote: Fri Jun 14, 2019 5:10 pm
Nope. Bit less pronounced, yet still glitchy... please, prove with an image next time - is worth more than a thousand words.![]()
Thanks.
Anyways, until something drastically changes in code (for volumetrics), i give it a rest.![]()
Word - purely abstract. Thought - simply subjective. Image - just objective. All in all, totally relative.FarbigeWelt wrote: Fri Jun 14, 2019 9:15 pm Please have a look at the images- Maybe I have changed something else but I don't remember anything relevant.
Prism BiDir Metropolis denoised 640 samples bevelled.pngPrism BiDir Metropolis raw 640 samples bevelled.png
More than thousand words... Sure? One Mpixel image uses much more than thousand words (=64 bit or 8 Bytes) space.![]()
Human imagination can produce wonderful things in mind with just a few words input. Parroting phrases can make nonsense. Too often an image does not mean anything if it misses a short description. But a simple sentence can be explicit. Think about it.
Not my scene, put no effort into it. Only touched it to please my wandering eye, but to my surprise, minor problem appeared. Or so it seemed - well, so i thought.FarbigeWelt wrote: However, your file Prism2LC is not set up properly for volumes. I don't know to what the missing external volume of the prism effects. And the mirrors have not any volume defined at all. I have switched your env volume to external volume and added a heterogeneous volume with scattering of 0.001 to the prism.
Took time to go into to details. Yes, scene is an abomination for pro-creativityFarbigeWelt wrote: Due to your answer I have download your file again and it is right, the adjustment of Metropolis did not help against the glitch. I am currently looking for the change that fixed the issue. (I should keep track of changes the next time.)
Today, I played around again with this as well (hadn't followed the details of this thread very well teh last few days), and after installing the new 2.2beta2.kintuX wrote: Sat Jun 15, 2019 10:11 am Took time to go into to details. Yes, scene is an abomination for pro-creativity![]()
After couple of hours analyzing & diagnosing all posible variations i found it!!! GOT NOTHING TO DO WITH VOLUMES !!!.
It's the freakin' laser beam! Sometimes it shows as visible, but sometimes not. Depending on angle, wattage and efficacy, such a glitch can occur.
Have you checked if all your interior/exterior volumes are set up correctly? Especially check the camera volume. Usually this is the problem.epilectrolytics wrote: Sun Jun 16, 2019 12:53 pm looks like after passing through a refractive body reflection does not work properly:
When I activate the mirror in viewport render only the leg of the beam reflecting off is rendered but the part between prism and mirror suddenly disappears