I expected nothing else. It was just a test to see if I could reproduce what I understood from KintuX's comment in the scene that he uploaded. I could notFarbigeWelt wrote: ↑Mon Jun 17, 2019 11:44 am @CodeHD, what else did you expect? If there is nothing scattering (e.g. matte, roughness, translucent, homo/hetero volume) the scene keeps black with the exception of direct light. But the latter is another story. There is no way to see ever any beam from any but direct angle in perfect vacuum. And direct means blinding depending on ‚contact‘ radius of the beam. If the surface of hitting beam covered one pixel only and intensity was only in the range of sensors sensitivity then you got one single point on your image (assuming perfect clear optics).
weird volumetric lighting glitch
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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.
Re: weird volumetric lighting glitch
Re: weird volumetric lighting glitch
I know, i know.FarbigeWelt wrote: ↑Mon Jun 17, 2019 11:44 am@kintuX, are you sure? One object in the scene with a material with a homo- or heterogeneous volume with scattering>0.000 is enough to get some scattered light even if all other materials have clear volumes defined one material has a homo/hetero external volume. The effect might be small but its there and visible.
@CodeHD, what else did you expect? If there is nothing scattering (e.g. matte, roughness, translucent, homo/hetero volume) the scene keeps black with the exception of direct light. But the latter is another story. There is no way to see ever any beam from any but direct angle in perfect vacuum. And direct means blinding depending on ‚contact‘ radius of the beam. If the surface of hitting beam covered one pixel only and intensity was only in the range of sensors sensitivity then you got one single point on your image (assuming perfect clear optics).
Here's the scene file. Maybe file is corrupt, causing volume to appear out of nowhere. Maybe i missed a spot...
- Attachments
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- PrismX_LC.blend
- (814.54 KiB) Downloaded 152 times
Re: weird volumetric lighting glitch
In that scene your world volume is set to "prism volume", which seems to be a leftover because no object has it linked. Its IOR is slightly different to that of your glass prism, which is why you still get dispersion of colors.