![]() ![]() Add support for principled emission, alpha and transmission sockets.Add support for nested Cycles node groups.Added support for transparency in the denoised result (both viewport and final render).Added triplanar projection mode to imagemap node, general rework/polishing of the imagemap node.The addon now uses Cycles nodes on linked materials if the material has no Lux nodes (so materials on Cycles assets automatically try to use Cycles nodes, unless you create a Lux material on the assets).Reworked statistics, added some sub-stats about export time (mesh conversion time, hair conversion time) as well as information about which caches are enabled/disabled.Optimized viewport update checks in scenes with many particles/duplis.Image 2 below was done with the opposite: camera gain up a lot, color of the wall almost to 0, amount of air scattering tuned. At your gain, the green beam will simply fall below the brightness of the wall. See how faint the dusty air scatter is now. Now it is about as bright as the green in yours. Image 1 below is with the camera gain turned down a factor of 100. You have to consider the difference in brightness between the green spot on the floor and the caustic on the ceiling. This might not make sense in this particular scene, but perhaps a hint for future applications. For this I used cross-section models of the lenses and used a null-material on the cross-section face. I have made a visualisation of a lens system before, including such scattered rays. Same reason goes for path tracing, as the laser is also of non-intersectable type. And as the camera is a non-intersectable object, the "random hit after random scattering"-way also won't work. The reason is that the scattering inside the glass would have to connect to the camera through a specular glass surface. Want to back this issue? Post a bounty on it! We accept bounties via Bountysource. However, shouldn't there also be a green volumetric caustic coming out of the bottom of the prism and joining the green patch? Luxrender does know about these internal reflections, as demonstrated by the presence of a green patch of light at the bottom of the scene (I have set the prism reflection color to pure green to highlight the problem). ![]() That light also gets internally reflected twice to produce a secondary light beam that comes out from the bottom of the prism. The second issue feels like a straight bug: the light that gets into the prism is properly refracted and dispersed twice (once upon entry, once upon exit) to form a beautiful exit volumetric caustic on the left side of the prism.The only way I've found to get those to show up is to set the opacity of the glass shaders to 50%, which unfortunately ruins the whole scene because half of the light isn't affected by the object and bounces all over the place. The first issue is something I've experienced in many light simulation scene with luxcore: its seems to be quasi-impossible to render the volumetric caustics inside the glass spheres and prism, even though they have a high-priority inner volume shader with non-zero scattering.See attached render and blender file to understand. The whole scene, including camera is fully enclosed in a box to "keep all energy in". The whole scene is "immersed" in a world homogeneous volume with scatt=0.01 and low priority (pri=0) whereas all the glasses have pri=10 White diffuse screen (ceiling of enclosing box) Sphere 3: inner homogeneous volume (scatt=0.01) and glass shader (no dispersion, index=1.3, white trans. Prism: inner homogeneous volume (scatt=0.01) and glass shader (dispers.=0.01, index=1.3, white trans green refl.) => Sphere 2: inner homogeneous volume (scatt=0.01) and glass shader (no dispersion, index=1.3, white trans. Sphere 1: inner homogeneous volume (scatt=0.01) and glass shader (no dispersion, index=1.3, white trans. The attached scene works as follows (=> means : sends light to) Summary: In a somewhat complex volumetric caustic rendering scene, it looks like luxcore fails to render some volumetric caustics.
0 Comments
Leave a Reply. |