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Dispersion of Laser looks odd
Posted: Thu Aug 31, 2023 5:29 pm
by FarbigeWelt
In my opinion Laser with monochrom color like RGB 255,0,0 shouldn't disperse but it does, see attachments.
BiDir
macos: Ventura 13.2.1
Blender: 2.93.18 LTS
Luxcore: 2.6
Re: Dispersion of Laser looks odd
Posted: Thu Aug 31, 2023 6:37 pm
by FarbigeWelt
Without dispersion Laser looks correct.
Volumes behave odd
Posted: Thu Aug 31, 2023 7:31 pm
by FarbigeWelt
In the scene there is large cube with inside volume homogenous.
The bodies like the cone, the lenses have an outside of volume clear like air.
The different volumes have defined priorities,.e. g. volume air 0 and volume homogenous 10.
But the priorities of the volumes seem not working properly.
For the pictures above I had to change all outside volumes to homogenous.
I expected, maybe wrongly, that in case of overlapping volumes, the higher priority bats the lower.
But this works obviously not perfectly.
Due to much noise png file is to large. I add a smaller picture later.
Re: Dispersion of Laser looks odd
Posted: Thu Aug 31, 2023 7:34 pm
by FarbigeWelt
There is a further issue.
Look at the right border of the picture.
The picture doesn't fit correctly there is border because the picture shifts some pixels to the right after rendering.
EDIT:
After setup a new Blender file by appending Objects in a new Scene this odd rim disappeared.
However this happened it had nothing to do with with LuxCore.
side note: path rendering
Posted: Fri Sep 01, 2023 9:23 am
by FarbigeWelt
Path rendering without cache
Path rendering with caches
How ever there is quite a difference in the background compared with bidir rendering.
Cornell Box
Posted: Fri Sep 01, 2023 9:33 am
by FarbigeWelt
Just for the fun of it I've setup a more famous scene setting.
BiDir and Metropolis, no chaches
BiDir and Metropolis, some chaches
Path with Light tracing, no caches
Path with Light tracing, some caches
Unfortunately the Blender file is too large I guess I should zip the file first. I may post it later.
Cornell Box, foggy inside
Posted: Fri Sep 01, 2023 9:44 am
by FarbigeWelt
Cornell Box with Glasses
Posted: Sat Sep 02, 2023 11:21 am
by FarbigeWelt
I think a lot of question repeat about Glasses and Homo- or Heterogeneous Volumes.
A most tricky one, rendering an orange juice even required user with lots of experience to solve the question.
For the simplicity I attached here a Bender with a special Cornell Box containing a Glass of wine and one with juice.
Very important is to work with Volumes in case of glasses or liquids.
Don't change the color in then material because that won't work that means it works but not as expected.
Glasses and other Liquids must have a proper Interior Volume that means one can use fully saturated colors. The colors' depth are defined with Absorption.
Very low scattering
More scattering air volume. One has to set the volume for camera, the world and for each object inside the foggy box the Exterior Volume.
Re: Dispersion of Laser looks odd
Posted: Sat Sep 02, 2023 12:47 pm
by FarbigeWelt
As one can see there are differences between BiDir and Path Rendering.
With BiDir the orange juice looks like orange juice but with Path it doesn't.
What both algorithms fail is to render scattered lights behind Glass.
I don't know how scattered light is calculated. If light generates new Point Lights for each particle it hits then the scattered light should be visible even behind glass or in the mirror I guess. The bouncing counter still applies.
Actually creating a new light for each bouncing until the camera is hit or the counter is down to zero I mean the light dies after the number set for path depth.
Re: Dispersion of Laser looks odd
Posted: Mon Sep 04, 2023 5:23 am
by rrubberr
Have you tried rendering it with LuxCore's BidirVM integrator and Metropolis sampling? Vertex merging would be a good fit for this scene.