Adding surface roughness to your illumination optics is an easy and effective way to smooth a light distribution or to hide your light sources to create a more uniform lit appearance. The difficulty in using textures on refractive surfaces lies in accurately modeling the BSDF for simulation on the parts you design. What kind of texture samples should I measure? What measurements should I make? What actor material should I use in LucidShape or LucidShape CAA V5 Based? What optical property should I use in LightTools? How will I know if I’m getting the right answers without having to create a prototype?
These are all very important questions, and we have published a new KnowledgeBase Article on SolvNetPlus to walk you through the process of:
- Deciding if you have the right samples to measure for making a BSDF model
- Understanding how to make the correct measurements
- Building the best actor or optical property in LightTools, LucidShape, and LucidShape CAA
- Checking the BSDF model against your measurements to make sure that you will accurately simulate your mold texture
- Tweaking the BSDF model to achieve the best-possible correlation
To view the new KnowledgeBase Article, please follow the link below and log into SolvNetPlus: