I like these renders
What light did you use for the input beam (sunlight, blackbody, RBG 1,1,1, ...)?
And how did you display all the beams, is there fog in the air or are they on a surface?
I used the lamp spectrum texture, "Natural Daylight". It's an area light using the 'laser' method and ies file from this thread: viewtopic.php?f=36&t=6485
To make the light visible, I used a homogeneous volume for all exterior volumes, "Air @ STP" preset, scattering HSV value of about 0.02, and 0.1 for the scattering scale.
I used a homogeneous volume for the Glass2 prism, "Glass Fused Silica" preset, scattering HSV value of about 0.1, and 0.1 for the scattering scale. I also applied a Cauchy texture with 1.42 IOR and a 'B' value of about 0.07 to get enough dispersion. Setting the IOR and B values were a matter of trial and error in order to match the album cover. (in case anyone doesn't recognize the image, I emulated the album cover of Pink Floyd's Dark Side of the Moon
The green heartbeat object also uses a lux emission material, and there is also a dim ambient mesh light off to the top right out of frame to give a slight wash to the matte black background. I have all three light sources on their own light groups so I could adjust them to taste in Lux, along with manual linear tonemapping settings.
wouter215 wrote:could you please post the .blend file?
I would share this file but I want to keep my commercial options open for a larger and improved version of the image. I was so impressed with the results so far in the project that I wanted to share the results. I really think this showcases Lux's ability to work with true spectral dispersion and caustics, which is one of the factors that brought me to this render engine.
But tell ya what. I'll make a new file that demonstrates these settings so you can still learn from what I found. That ok? I'll attach it to this thread within a day or two.