Open lacilaci opened 4 years ago
If it helps here is what the result and interface looks like in corona (very similar how octane and vray do this too)
https://corona-renderer.com/stuff/helpdesk/bloomglare/bloomglare-vfb.jpg
I guess lens glare goes hand in hand with bloom, but I'm not sure about current bloom implementation in luxcore since I never found the result look convincing at all.
maybe these sources help: https://graphics.stanford.edu/courses/cs348b-competition/cs348b-03/glare/ http://www.graphics.cornell.edu/pubs/1995/SSZG95.pdf
Currently there is no glare simulation and this can cause very bright directly or indirectly visible lights look super artificial.
Doing glare in post is pretty much making things worse and to even get some proper looking glare we would always have to render in 32bit exr for proper intensity estimation. This also throws any prior tonemapping out of the window as we now have to work with linear output.
From user perspective/artistic control we need: ray count rotation power bluring
and in octane we have 2 controls that are spectral shift and spectral intensity to control how light disperses creating some tint on the glare as it fades