I'm absolutely baffled!
Model:
I'm attempting to render a structure with multiple refractive surfaces. To explain, I'm creating a cylinder like structure in Blender (blend file attached). The cylinder is broken up into partitions along it's height. Each partition is broken up into several torus-like (defined by two circles) rings. Each of the rings--when the project is finished--should have a different index of refraction. For now I've defined them all to be 1.5. Each ring has it's alpha value set to 0. The model is an attempt to discretize a lens with a gradient index of refraction as, to the extent of my knowledge, LuxRender doesn't support materials with gradient indexes of refraction. For testing purposes I've stuck a camera on one side of the cylindrical lens and a plane with a UV image texture on the other. Without the lens the image renders perfectly.
The Problem:
I don't know if this is a model issue, a material issue, a LuxRender issue or a mix of the three. When rendering in LuxRender the edges of the outer rings glow white and the inner rings are not transparent despite my rendering settings (huge eye and light depth). To diagnose the exact problem I reduced the number of partitions in the cylinder I mentioned above. As more of the partitions are added to complete the cylinder the stronger the white rings appear. I've attached a picture of what a one partition rendering looks like. It's possible to see the image on the other side of the lens but white circles are still present. I think the problem has to do with internal reflection of the rings/torus within each partition. I want the light to transmit only through the lens, no reflection. I couldn't find a material setting like this in the LuxRender wiki.
LuxRender Setup:
I'm using Blender 2.49 with the LuxBlend 0.6.1 exporter. Based on the information I've found in the Render Settings section of LuxRender's wiki and information on this board, I've used the following render settings:
Preset: MLT/Bidir Path Tracing
Sampler: metropolis, strength .6
Integrator: bidirectional with eyedepth and lightdepth 2048 (to handle all the possible optical interfaces that the tracer might encounter), strategy is auto, light threshold and eye threshold are zero
Volume Integrator: single with 1.0 as stepsize
Filter: mitchell with sharpness .250
The material settings for each of the rings in each partition are identical. They are:
Material type: glass
Reflection: 0r 0b 0g
Transmission: .8r .8b .8g
IOR: 1.5 (this will change in the final version, but during testing I have all the materials set to 1.5)
All other settings are off
Any help would be appreciated. I've spent forever muddling over this.