Luxcore renders light through glass very slowly
Posted: Thu Sep 06, 2018 8:25 am
One of my friends made an update of a 3D robot with a green laser for engraving wood, plastics or leather. It works well based on diffrent open source drivers and software. He sent me a picture showing the beam and its reflections through transparent, coated glasses. Give me a try, I said, I can simulate a similar picture with the very great luxcorerender blender addon.
I've tried different approaches but run always into the same issue. Luxcore does render lights through glasses resp. mirrors them very slowly. Because one cannot see a ray in clear air, I've set up the whole scene with a homogen, slightly scattering volume. The scattered beam is good visible with BiDir only.
Why is a scattered beam not visible with the path render? Why does sun light not pass through glass but diffuse HDRI or sky light passes with path render? Do this questions have a connected reason?
Decided to use BiDir for my test setup, I placed a glass cuboid between scattered beam and camera. It took a few hundereds samples to get a visible scattered beam but even 1600 samples haven't been enough to get a straight, unbroken line. Maybe, I thought, homogen volume for the whole scene isn't appropriate.
I've setup the scene attached after lots of different tests. The scene, clear volume, contains a cuboid made from Null with homogen, slightly scattering volume. In the background there is a mirror in place. In the foreground there is a glass covering parts of the scene. And there is also a cuboid made from matte placed behing the glass. All materials but the matte have a faint, different color to make them visible. The color is faint enough to avoid much absorption of the scattered beam. The glass under this observation has a reflection of 0.0.
The attached scene shows within the first hundred samples an object made from matte is rendered fast if seen through an object made from glass or mirrored from an object made from mirror, but the scattered beam takes hundreds of samples.
I've tried sobol, metropolis and random, all leading to similar performance.
Is there any good reason for the slow rendering of scattered beams seen through glass or mirrored?
I've tried different approaches but run always into the same issue. Luxcore does render lights through glasses resp. mirrors them very slowly. Because one cannot see a ray in clear air, I've set up the whole scene with a homogen, slightly scattering volume. The scattered beam is good visible with BiDir only.
Why is a scattered beam not visible with the path render? Why does sun light not pass through glass but diffuse HDRI or sky light passes with path render? Do this questions have a connected reason?
Decided to use BiDir for my test setup, I placed a glass cuboid between scattered beam and camera. It took a few hundereds samples to get a visible scattered beam but even 1600 samples haven't been enough to get a straight, unbroken line. Maybe, I thought, homogen volume for the whole scene isn't appropriate.
I've setup the scene attached after lots of different tests. The scene, clear volume, contains a cuboid made from Null with homogen, slightly scattering volume. In the background there is a mirror in place. In the foreground there is a glass covering parts of the scene. And there is also a cuboid made from matte placed behing the glass. All materials but the matte have a faint, different color to make them visible. The color is faint enough to avoid much absorption of the scattered beam. The glass under this observation has a reflection of 0.0.
The attached scene shows within the first hundred samples an object made from matte is rendered fast if seen through an object made from glass or mirrored from an object made from mirror, but the scattered beam takes hundreds of samples.
I've tried sobol, metropolis and random, all leading to similar performance.
Is there any good reason for the slow rendering of scattered beams seen through glass or mirrored?