LuxCore: "Frickin' lazor beams"

Discussion related to the implementation of new features & algorithms to the Core Engine.

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LuxCore: "Frickin' lazor beams"

Postby Dade » Mon Apr 07, 2014 12:45 pm

I have added the support for laser light sources to LuxCore. Lasers in all their beauty:

cornell-vol-caustic-laser.png


The laser light source is nothing else than a not-intersectable mono-directional light emitter disk (i.e. like a spot light but resembling a cylinder instead of a cone), This is an example of definition:

Code: Select all
scene.lights.l1.type = laser
scene.lights.l1.position = -2.78 2.78 4.9
scene.lights.l1.target = -2.78 2.78 0.0
scene.lights.l1.radius = 0.5
scene.lights.l1.gain = 15.0 15.0 15.0


With a a reasonable radius size, they can be rendered by path tracing too (CPU and OpenCL):

cornell.png
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Re: LuxCore: "Frickin' lazor beams"

Postby tomb » Mon Apr 07, 2014 1:26 pm

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Re: LuxCore: "Frickin' lazor beams"

Postby Ray Tracer » Mon Apr 07, 2014 3:45 pm

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Re: LuxCore: "Frickin' lazor beams"

Postby Stringbeen5 » Mon Apr 07, 2014 3:48 pm

Way to go Dade! This will be fun to experiment with when LuxCore comes out. It is my hope that we'll also have dispersion to play with too. However I don't like being too pushy. I know that there is still a long way to go before a decent build is to be released.

All I can say is keep up the good work! It is such a pleaser to watch the further development of LuxRender and the community. :)
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Re: LuxCore: "Frickin' lazor beams"

Postby Rhys » Mon Apr 07, 2014 11:34 pm

Awesome!
Btw, did you also implement heat haze? (light that went through the clear sphere is bent :? )
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Re: LuxCore: "Frickin' lazor beams"

Postby filanwizard » Fri Oct 24, 2014 5:47 pm

This sounds quite cool is this going to be a new lamp button in blender or is it implemented some other way in luxcore?
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Re: LuxCore: "Frickin' lazor beams"

Postby Dade » Sat Oct 25, 2014 7:48 am

filanwizard wrote:This sounds quite cool is this going to be a new lamp button in blender or is it implemented some other way in luxcore?


I think this kind of light source is not yet supported by LuxBlend.
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Re: LuxCore: "Frickin' lazor beams"

Postby filanwizard » Sun Nov 02, 2014 6:08 pm

Dade wrote:I think this kind of light source is not yet supported by LuxBlend.



Ahh gotcha, and I dunno how it could be unless it was branched off an existing light that Blender knows how to build(ie a dropdown box for either spot or area.)
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Re: LuxCore: "Frickin' lazor beams"

Postby pixie » Sat Nov 22, 2014 4:17 pm

Dade wrote:I have added the support for laser light sources to LuxCore.

It's a small step for man...
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Re: LuxCore: "Frickin' lazor beams"

Postby ChEmIsT » Sat Jun 27, 2015 11:34 am

Lasers can not be used with another light source? When i added hemi laser becoms invisible.
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