Page 2 of 2
Re: Dispersion of Laser looks odd
Posted: Mon Sep 04, 2023 1:15 pm
by FarbigeWelt
rrubberr wrote: ↑Mon Sep 04, 2023 5:23 am
Have you tried rendering it with LuxCore's BidirVM integrator and Metropolis sampling? Vertex merging would be a good fit for this scene.
How do I export a Blender Scene for LuxCore?
EDIT:
Render Properties>LuxCore Tools>check LuxCore Filesaver, Text plus Path of Directory
Load .cfg file in
With Engine: BidirVmCPU and Sampler:Metropolis scattering of Laser works well in the orange juice.
But Glasses get rendered to dark.
Re: Dispersion of Laser looks odd
Posted: Tue Sep 05, 2023 10:22 am
by FarbigeWelt
The behavior keeps strange. The Lasers faints above an Object made from Glass.
Even with a simple Object as a ring made from Glass. There are also strange caustics.
It dons't matter what kind of Exterior Volume.
Non scattering Homogenous Volume
or Clear Volume.
All pictures rendered with BiDir and Metropolis.
Re: Dispersion of Laser looks odd
Posted: Sat Sep 09, 2023 10:42 pm
by rrubberr
FarbigeWelt wrote: ↑Mon Sep 04, 2023 1:15 pm
rrubberr wrote: ↑Mon Sep 04, 2023 5:23 am
Have you tried rendering it with LuxCore's BidirVM integrator and Metropolis sampling? Vertex merging would be a good fit for this scene.
How do I export a Blender Scene for LuxCore?
EDIT:
Render Properties>LuxCore Tools>check LuxCore Filesaver, Text plus Path of Directory
Load .cfg file in
With Engine: BidirVmCPU and Sampler:Metropolis scattering of Laser works well in the orange juice.
But Glasses get rendered to dark.
RGB_IMAGEPIPELINE_0.png
The dark glasses are an artifact of using the Metropolis sampler; BidirVM's caustics brighten over time when using Metropolis. I also noticed that your light sources were set to be very dim, only 25 lumen. For comparison, a 60 watt light bulb produces over 800 lumen. Below are the settings I used with your scene:
And the result:
One reason BidirVM isn't exposed in the Blender addon is its atrocious memory usage. Your reasonably simple scene used nearly 600GB of memory to render.