

You mentioned waveguides (fibers) as an example, but there is a different process involved: total internal reflection. I've seen that luxcore already has a "multiscatter" switch. So no, quite naturally you won't have a clearly visible beam because multiple re-scattering washes out your features. This is quite different though from the definition of an optically dense medium.
#Reality luxcorerender free#
Afterwards the free path is so long that you have no rescatter until you reach the Earth/the camera. You have an incoming high-intensity-beam (in this case sunlight, could be a strong laser), of which only a few photons are scattered. A real-world example is the solar corona, where you observe white light that has been thomson-scattered on free electrons. the mean path between two scattering processes. Well that depends on the scattering scale, i.e. Because of different IOR and other physical effects like diffraction I am still not sure if you can make a beam visible in optical dense mediums also consider waveguide effect. One had to produce a specific medium to get the beam "clearly" visiual. In reality there are often too many foreing particles and beam cannot be seen clearly. Assuming scattering is an effect based on foreign particles in medium, then one has to choose less particles per thickness than for air. Does the vanished part interact with the rays and bend them according to IOR of the visible object?Īn optical denser medium than air, let's take water, has about thousand times more density than air. It is not clear to me what happens to rays passing through a partial vanished glass lens. This is the reason I did not have the idea to use opacity. Opacity makes objects vanish to set amount. Opacity is not the same as transparancy in LuxCoreRender. Lower the value and you see the beam inside the glass cube. It was not visible in your scene because your glass material had an opacitiy of 1, i.e. Lower the value and you see the beam inside the glass cube.ĬodeHD wrote: ↑ Wed 12:08 The laser beam should be visible in homogeneous glass as well.

Would that be too difficult in terms of ray tracing to implement? Isn't it pretty much the same as for a regular camera with extended aperture, just using a different mapping function between the ray coordinates and angles to the image The laser beam should be visible in homogeneous glass as well. I'll try to follow this up with v2.0 when I have some time for it.Ī "plain-CDD"-camera would be interesting indeed. It might have been too many reflections in total, not sure.

At some point I managed to correctly image Suzanne with an emission shader through the lens system, but imaging a more complex baffle system in front of the optics (the science case) did not work. When using an Ortho-camera to observe the "focal plane" at the bottom I had mixed results. Even got nice ghosts and shadows of the focal plane spot cast by the lens.

I sent some lasers through it to check the focus and everything worked as intended. I tried this a while back with v1.6 with a 5-element lens system. This is an interesting topic for me as well. But the combo "orthographic camera+planes" should pretty much model the new type of camera you need. The only other option I see is to write a dedicated new camera type but it would require to write code. It should be possible to do it indirectly: hit a plane with the laser, use an orthographic camera looking perpendicular to the plane, than use the Irradiance AOV if you want some numerical values or just check the normal rendered image for a qualitative evaluation I need the camera to be the surface that the light hits (or act like it at least). If the laser light lands on an external surface, the camera can see its effects as normal, but that's not what I need. "Hitting" the camera with a laser, either directly or after it passes through glass objects, does nothing. It needs to simulate an actual sensor surface that will register pixel illumination when directly struck by a laser (or other light source, but the laser is the most crucial). As part of this, I need the camera to act like a physical camera.
