Optics
Re: Optics
You know you need to explain how on gods earth you did that!
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Re: Optics
The scene is fairly simple. The same concept of using a high intensity spot light through a narrow 'slit' in the outer wall. Animation is SketchyPhysics 3, just using a 'motor'
The render preset is the Interior + Animation preset modified to only have 10 iterations (which is why the quality sucks!).
The prism uses the attached library, which is just simple glass with dispersion enabled.
You don't have to install the library. You could replace the prism material with diamond. If you don't either install the library or replace the material, it will obviously not render correctly.
The render preset is the Interior + Animation preset modified to only have 10 iterations (which is why the quality sucks!).
The prism uses the attached library, which is just simple glass with dispersion enabled.
You don't have to install the library. You could replace the prism material with diamond. If you don't either install the library or replace the material, it will obviously not render correctly.
- Attachments
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- Prisms.zip
- (5.1 KiB) Downloaded 1010 times
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- prism_rot.skp
- (78.36 KiB) Downloaded 1016 times
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- Posts: 311
- Joined: Mon May 04, 2009 4:12 pm
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Re: Optics
That is a fantastic scene you created Chris. Really quite amazing. I spent a lot of the weekend playing with your scene and some different refraction senarios.
I tried one that simulates two laser beams through a rectangular glass block. I only wish that the beams would show passing through the glass block. I had to
postpro that part. I tried many render presets but the best result was with BiPT. Even tried using the volumetric environment with limited success using the easy
presets to show the beams.
Here are a few of my laser results, including your scene at a higher resolution. I had fun playing with this. Thanks for the skp file.
I tried one that simulates two laser beams through a rectangular glass block. I only wish that the beams would show passing through the glass block. I had to
postpro that part. I tried many render presets but the best result was with BiPT. Even tried using the volumetric environment with limited success using the easy
presets to show the beams.
Here are a few of my laser results, including your scene at a higher resolution. I had fun playing with this. Thanks for the skp file.
- Attachments
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- laser_ps_1000x460.jpg (390.74 KiB) Viewed 19098 times
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- laser_2_prisms_sml.jpg (201.99 KiB) Viewed 19092 times
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- chris_refraction_final.jpg (283.2 KiB) Viewed 18857 times
Re: Optics
Awesome! The second one looks really realistic.
Yeah, I wish that you could see the light inside the prism too; one of the engine limitations.
Yeah, I wish that you could see the light inside the prism too; one of the engine limitations.
Re: Optics
For that, you need to use a glass with SSS, because in real life, common glass scatters a little the light, that is why you see the beam passing trough glass. Just in renders, the glass is perfectrangerrick wrote: I only wish that the beams would show passing through the glass block.
ARTIST AND DESIGNER DEREI.UK
Re: Optics
That won't actually work in Twilight; the SSS supported by the render engine won't produce that effect. The line of light you are seeing in all the images is where the light intersects the ground. It would be nice to be able to see that same effect in the prism, however there is a render engine limitation that light exiting a surface can't be reflected or refracted back through that surface a second time. That's why you don't see the line of light on the ground through the prism.
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- Posts: 311
- Joined: Mon May 04, 2009 4:12 pm
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- Location: Beautiful, British Columbia, Canada
Re: Optics
The million dollar question, you being the programmer.......is........can you fix it?Chris wrote:however there is a render engine limitation that light exiting a surface can't be reflected or refracted back through that surface a second time.
Re: Optics
Not for the render engine (which as you know is Kerkythea). I'm not sure if this is something that can be easily fixed in the engine; It may be a pretty low-level foundational behavior of the rendering method.
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