I've used metal as my water to ensure I get a reflection - but the bounced indirect light rays don't bounce off it!
(Without the metal ocean, the bounce off the diffuse ground works perfectly, illuminating the internals naturally with bloom from the fog. It's just this specular second bounce travelling through fog that isn't drawn)
Bidirectional - Metropolis - 20 bounces...
I've got a world volume so the exterior volume for the metal "ocean" isn't required.
Teesingly - changing the renderer to Pathtracing - Sobol, captures the bounce off the metal! (Below) We can see the caustics off the water making bars too!
So the material's sure correct, but it appears Lux Core can't do this particular setup?
So the limit of Lux Core would be rendering a search light beam bouncing off the ocean at night in fog? I've seen fog specular between lenses so transparent objects handle this fine.
Is there some way I can tweak my materials or setup for the bidirectional metropolis render? Or is this an ok feature request?
Also - I have no idea what to call this type of light? "Diffuse illumination from particles" ? "Specular diffraction from particles" ?
I've just installed https://github.com/LuxCoreRender/BlendLuxCore/releases/tag/latest
I've used metal as my water to ensure I get a reflection - but the bounced indirect light rays don't bounce off it!
(Without the metal ocean, the bounce off the diffuse ground works perfectly, illuminating the internals naturally with bloom from the fog. It's just this specular second bounce travelling through fog that isn't drawn)
Bidirectional - Metropolis - 20 bounces...
I've got a world volume so the exterior volume for the metal "ocean" isn't required.
Test scene:
https://untamed.zone/demoLUX.blend
Teesingly - changing the renderer to Pathtracing - Sobol, captures the bounce off the metal! (Below) We can see the caustics off the water making bars too!
So the material's sure correct, but it appears Lux Core can't do this particular setup?
So the limit of Lux Core would be rendering a search light beam bouncing off the ocean at night in fog? I've seen fog specular between lenses so transparent objects handle this fine.
Is there some way I can tweak my materials or setup for the bidirectional metropolis render? Or is this an ok feature request?
Also - I have no idea what to call this type of light? "Diffuse illumination from particles" ? "Specular diffraction from particles" ?