
Testing physics proprieties of light in Octane
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- FractalBuddha
- Posts: 73
- Joined: Sat Oct 22, 2011 2:26 am
As technician in physics, I enjoy doing these tests 

Imagine reality
2 x GTX 560 | i7 | windows 7
2 x GTX 560 | i7 | windows 7
TIR, total internal reflectionFractalBuddha wrote:I just did not lit the yellow light
Yes, I changed the configuration of the scene to see the reflection on a wall. TIR ?
I think birefringence could be easy to add I think, they just have to add a second index in the proprieties.
I will make test, but an absorption texture mapping could maybe give the impression of anisotropy ?
I wonder how polarization could affect the render of a scene. You have to wear polarized glasses to see or hide polarized zones.
I hope someone will show me how to have shadow with SSS with sun lightning.

As far as I know, birefringence does split the light based on polarization, so having polarized light would allow for the former. A polarized filter (or glasses) are useful for blocking reflections, but other than that not that useful.
Hoping for some anisotropy tests, although I don't know how absorption could help you. Good luck have fun.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Hi guys,
There is no solution to diffraction possible with raytracers at this time, without waiting a year for a render to finish
We are working on a solution for shadows and transmittance of sunlight for upcoming releases...
Radiance
There is no solution to diffraction possible with raytracers at this time, without waiting a year for a render to finish

We are working on a solution for shadows and transmittance of sunlight for upcoming releases...
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
- FractalBuddha
- Posts: 73
- Joined: Sat Oct 22, 2011 2:26 am
Birefringence ( double index of refraction ) Worked
Theory : http://en.wikipedia.org/wiki/Birefringence
For the glass bloc on the right, I simply made a mix material with different index.
Theory : http://en.wikipedia.org/wiki/Birefringence
For the glass bloc on the right, I simply made a mix material with different index.
Last edited by FractalBuddha on Tue Jan 03, 2012 3:04 pm, edited 1 time in total.
Imagine reality
2 x GTX 560 | i7 | windows 7
2 x GTX 560 | i7 | windows 7
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
how you built the 3d lasers? are emitters inside a box?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- FractalBuddha
- Posts: 73
- Joined: Sat Oct 22, 2011 2:26 am
Yes, the lasers are simply an emitter at the extremity of the box. The long box prevent the dispersion of the light. Longer is the box, more parallel is the ray.
Imagine reality
2 x GTX 560 | i7 | windows 7
2 x GTX 560 | i7 | windows 7
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
would be nice to have coherent emittersFractalBuddha wrote:Yes, the lasers are simply an emitter at the extremity of the box. The long box prevent the dispersion of the light. Longer is the box, more parallel is the ray.
could you simulate this with lenses? A real beam projector could be simulated?
Is it possible to create a polarizer?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- FractalBuddha
- Posts: 73
- Joined: Sat Oct 22, 2011 2:26 am
I'm not sure of the utility of a coherent light, or wave proprieties in this kind of render engine.
Pass light trough a lens don't give good results, as you see in my first results, not allot of light exit from glass...
Pass light trough a lens don't give good results, as you see in my first results, not allot of light exit from glass...
Imagine reality
2 x GTX 560 | i7 | windows 7
2 x GTX 560 | i7 | windows 7
ok, Ill give the mix material a pass for now, although I bet it doesn't behave like a birefringent would when spun hehe
science!

Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Keep going - I'm loving seeing your results!
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case