Simple SDS caustic investigation
Posted: Tue Feb 18, 2020 9:14 am
Hello!
First of all: a big thank you to all developers and supporters for the developments and making LuxCoreRender opensource! It is a great tool also for scientists and it already helped me to investigate some interesting everyday optical phenomena (cf. "Wine glass caustic and halo analogies", https://www.osapublishing.org/ao/abstra ... 57-19-5259, "Halo in the box: a macroscopic crystal arrangement to project mosaic halos" https://www.osapublishing.org/ao/abstra ... 57-29-8614).
Now, for a small research project related to my latest project ("Bubble optics", https://www.osapublishing.org/ao/abstra ... ao-59-1-45), I am currently trying to investigate a particular caustic occuring below floating surface bubbles floating on a liquid as cast on a screen below the bubble.
To this end, I have modelled the outer and inner bubble meniscus (the bubble cap being thin and almost non-refracting) in Blender and wanted to investigate the caustic with LuxCoreRender. After reading some posts in this forum I realized that this is a setup which causes some problems as it is of the type SDS (specular - diffuse - specular) since both the camera as well as the light source are exterior to the liquid in which the caustic is cast (see image of the setup, attached. Also the scene is attached.). (The scene is similar to a pool caustic scene, and indeed you can observe bubble caustics in a pool on a sunny day.) Hence, no light tracing nor bidirectional tracing are possible.
I have still managed to get the caustic as expected using an area light (a disc source with 5 times the solar diameter, hence blurring the caustic but increasing efficiency) + path tracing. Also, I could quickly get the desired caustic to render using the PhotonGI caustic cache feature.
However, my aim is to learn about the ray paths responsible for the caustic under certain conditions (incident light angle, depth of the "pool"). To do so, my hope was to use:
- the path depths setting to distinguish between ray path contributions to the caustic. However, the results appear to be inconsistent with my understanding of the caustic and the way the total path depth is supposed to work (viewtopic.php?t=508). I.e., I expect at least part of the astroid caustic to appear for a setting of (total path depth 3, diffuse 1, glossy 1, specular 2) since then the eye rays can then penetrate through the air-water interface (specular = 1, coming from the camera = starting at 0), reflect diffusely from the projection plane (diffuse reflection = 1) to finally refract through the water-air interface again (specular = 2nd, connect to the area light). [Glossy is actually not needed.] However, instead I only observe external reflections using the 3-1-1-2 setting. I start to see the caustic only with a 4-1-1-3 setting, i.e. 3 specular reflections. It seems as if the abort condition is not exceeding the threshold, but rather reaching the threshold? Can that be?
Also, for my investigations I was hoping to be able to alterantively use the more efficient PhotonGI caustics cache method. However, the minimum setting for depth seems to be 3. Is there a way to reduce this, i.e. to 1? Also, using this approach, I would expect to be able to use a high Photon depth combined with a path tracing depth setting of 2-1-1-1 to see the caustic, i.e. requiring only 1 refraction (specular interaction starting at the camera) to see the caustic. Instead, counterintuitively, I only start seeing the caustic with the setting 2-1-1-2 (two specular interactions). Why is this so?
- I would like to see dispersion on the caustics. Can PhotonGI handle this?
Thank you for your help!
First of all: a big thank you to all developers and supporters for the developments and making LuxCoreRender opensource! It is a great tool also for scientists and it already helped me to investigate some interesting everyday optical phenomena (cf. "Wine glass caustic and halo analogies", https://www.osapublishing.org/ao/abstra ... 57-19-5259, "Halo in the box: a macroscopic crystal arrangement to project mosaic halos" https://www.osapublishing.org/ao/abstra ... 57-29-8614).
Now, for a small research project related to my latest project ("Bubble optics", https://www.osapublishing.org/ao/abstra ... ao-59-1-45), I am currently trying to investigate a particular caustic occuring below floating surface bubbles floating on a liquid as cast on a screen below the bubble.
To this end, I have modelled the outer and inner bubble meniscus (the bubble cap being thin and almost non-refracting) in Blender and wanted to investigate the caustic with LuxCoreRender. After reading some posts in this forum I realized that this is a setup which causes some problems as it is of the type SDS (specular - diffuse - specular) since both the camera as well as the light source are exterior to the liquid in which the caustic is cast (see image of the setup, attached. Also the scene is attached.). (The scene is similar to a pool caustic scene, and indeed you can observe bubble caustics in a pool on a sunny day.) Hence, no light tracing nor bidirectional tracing are possible.
I have still managed to get the caustic as expected using an area light (a disc source with 5 times the solar diameter, hence blurring the caustic but increasing efficiency) + path tracing. Also, I could quickly get the desired caustic to render using the PhotonGI caustic cache feature.
However, my aim is to learn about the ray paths responsible for the caustic under certain conditions (incident light angle, depth of the "pool"). To do so, my hope was to use:
- the path depths setting to distinguish between ray path contributions to the caustic. However, the results appear to be inconsistent with my understanding of the caustic and the way the total path depth is supposed to work (viewtopic.php?t=508). I.e., I expect at least part of the astroid caustic to appear for a setting of (total path depth 3, diffuse 1, glossy 1, specular 2) since then the eye rays can then penetrate through the air-water interface (specular = 1, coming from the camera = starting at 0), reflect diffusely from the projection plane (diffuse reflection = 1) to finally refract through the water-air interface again (specular = 2nd, connect to the area light). [Glossy is actually not needed.] However, instead I only observe external reflections using the 3-1-1-2 setting. I start to see the caustic only with a 4-1-1-3 setting, i.e. 3 specular reflections. It seems as if the abort condition is not exceeding the threshold, but rather reaching the threshold? Can that be?
Also, for my investigations I was hoping to be able to alterantively use the more efficient PhotonGI caustics cache method. However, the minimum setting for depth seems to be 3. Is there a way to reduce this, i.e. to 1? Also, using this approach, I would expect to be able to use a high Photon depth combined with a path tracing depth setting of 2-1-1-1 to see the caustic, i.e. requiring only 1 refraction (specular interaction starting at the camera) to see the caustic. Instead, counterintuitively, I only start seeing the caustic with the setting 2-1-1-2 (two specular interactions). Why is this so?
- I would like to see dispersion on the caustics. Can PhotonGI handle this?
Thank you for your help!