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Sarah814

: Refraction and image emitting surface I'm trying to model a following scene: It's a project of a simple DIY projector: on the left, there's a smartphone or just something with a light-emitting

@Sarah814

Posted in: #3dsMax

I'm trying to model a following scene:


It's a project of a simple DIY projector:


on the left, there's a smartphone or just something with a light-emitting display (LCD, AMOLED). Just to clarify the model: it can display various images, not just emit plain white light,
in the middle, there's a lens which has a certain factor or refraction,
on the right, there's just some matte (like a wall) surface where the image from the LCD should be visible after passing through the lens.


I'm a beginner in 3ds max when comes to raytracing stuff. I know how to model the placement of the elements, but I'm not sure how to configure the whole raytracing thing in order to make it work like this. Please give me some general pointers, e.g. what kind of surface I have to set to make it emit light (in fact, it should be a light-emitting texture? not sure) and also what kind of material/surface to choose for "receiving" light.

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@Margaret771

Disclaimer: I was unable to get a sharp image with identifiable forms

In theory this should work:


Reconstruct your scene exactly:
Everything needs to be the same distances shapes and sizes. You can use units:





Materials:


Wall: you can leave it as a white diffuse surface. If you wan't you could add a bit of reflective shader, or even a realistic dry wall shader, but that isn't necessary.
Phone [Projection surface]: Simply UV unwrap the plane, and add this material:
You may need to tweak the emission strength depending on how bright you wan't your image.
Lens: You may jump to the glass shader, which would work, but for efficiency while rendering, I would use the refraction shader. Set the IOR to the same for your material, you should be able to look that up online, assuming you know what exactly your lens is made of. If you don't have such data, trial and error can work to.

Render setup: You should find your most powerful computer, preferably with a good GPU. Set the render device to GPU (Very detailed steps).


Finally set your render sample to a number around 10k, hit F12... and wait for the magic

Best result, at 10k samples:



Note the image is mirrored horizontally, I countered the vertical mirroring by scaling the plane -1 on the Z axis, I would have to do it again on the X axis. This is a sign that it is working correctly, since a lens will mirror an image both ways.

Projecting this image:


.Blend file

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