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What I would like is something like this answer to a similar question: https://blender.stackexchange.com/a/150400/126805

.gif from that answer: enter image description here


But that it would go trough the object instead of bouncing of. So what I want is a transmissive bounce? Don't know if they are caled that.

I want this so I could see how a ligth ray go trough a camera lens, and since the only program I thought could help was Blender I asked this here, but if you have another option (a program or script) for this that would be helpful.

I also tried changing the material to glass, but that did not help.


  • I am using Blender 3.0.
  • And I have a little bit of Python programing knowledge but not with bpy.

Comparison of what I want and what the person answered in the linked question: enter image description here


Is it posible to modify the script to do this? Or create a new one that would work?

Ayo Reis
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  • See Snell’s Law as a topic, the Blender Manual page at https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html on the subject, and the rest of Cycles documentation. – TheLabCat Jul 19 '21 at 17:43
  • Although this is technically about blender, blender light rays basically work like regular light rays (except that they are traced in reverse), so this is more of a physics question than a blender question. – TheLabCat Jul 19 '21 at 17:44
  • luxcore should help, and try using volumes shader for cycles maybe – shreyans jain Jul 19 '21 at 19:49
  • Edited the question because what I wanted to reference is the other questions answer and not the just the question. – Ayo Reis Jul 20 '21 at 10:16
  • And what I want is not a shading based answer but a one like in the links questions answer. – Ayo Reis Jul 20 '21 at 10:20
  • Of course it is possible to modify the script to do this. The script uses ray cast, fires a ray from a point in a direction into scene which if it hits an object returns a normal to the hit. The bounce is a reflection vector calculated from ray direction v and normal. n which is v = v.reflect(n). then repeat from hit location in bounce direction.. Instead if the ray hits a glass designated object refract the vector into the object, etc. – batFINGER Jul 23 '21 at 14:30

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