Adjusting Inverse Simulation Settings

This page describes the simulation settings that you can adjust to customize your inverse simulation.

Right-click the Inverse simulation and click Options to open the advanced settings.

Geometry's Settings

Optical Properties



Texture application can have an impact on the simulation results. If texture have been applied in the scene, activate Texture and/or Normal Map if needed.

The Texture normalization determines the rendering of the texture.

  • With None, the simulation results uses both the image texture and the texture mapping optical properties

  • Color from Texture means that the simulation result uses the color and the color lightness of the image texture.

  • Color from BSDF means that the simulation result uses the BSDF information of the texture mapping optical properties.

    Note: For more information on texture rendering, see Texture Normalization .

Meshing



The meshing helps you subdivide your model into simpler blocks. By breaking an object down into smaller and simpler pieces such as triangular shapes, you can concentrate more computing power on them, and therefore improve the quality of your results. During the simulation, it will no longer be one single object that interprets the incoming rays but a multitude of small objects.

For more information on the meshing, refer to the Meshing chapter.

To define the Simulation Meshing, refer to Defining the Simulation Meshing.

Simulation

Meshing



Ray tracer precision:

The Ray tracer precision is set as Automatic by default.

  • The Single Precision mode allows you to use a fast ray tracing technique that provides a standard level of precision.
  • The Double Precision mode uses Smart Engine, a ray tracing technique that provides a high level of precision.

    Smart Engine is a pre-calculation method supposed to improve the definition of the rays' impact area in the scene.

    The scene (the simulation environment comprising the geometries) is subdivided into blocks to help the rays find/locate the elements they need to interact with.

    The Smart Engine value defines a balance between the speed and the memory. The higher the value, the more subdivided the scene becomes.

  • The Automatic mode lets Speos choose what ray tracing technique to use after a quick analysis of your system. The ray tracing technique is defined according to the bounding box diagonal size.

    • If the bounding box diagonal size is smaller than 10 meters, the Single Precision mode is selected.
    • If the bounding box diagonal size is bigger than 10 meters, the Double Precision mode is selected.
    Note: When choosing the Automatic mode, the ray tracing method chosen by Speos is available in the simulation HTML report.

Propagation

  • The Geometrical distance tolerance defines the maximum distance to consider two faces as tangent.

  • The Maximum number of surface interactions allows you to define a value to determine the maximum number of ray impacts during propagation. When a ray has interacted N times with the geometry, the propagation of the ray stops. This option can be useful to stop the propagation of rays in specific optical systems (in an integrated sphere in which a ray is never stopped).

  • The Weight option allows you to activate the consideration of the ray's energy. Each time the rays interacts with a geometry, it loses some energy (weight).

    • The Minimum energy percentage value defines the minimum energy ratio to continue to propagate a ray with weight. It helps the solver to better converge according to the simulated lighting system.

      Note: For more details, see Setting the Weight Properties.

Inverse Simulation

Optical Properties

Activating Use rendering properties as optical properties allows you to automatically convert appearance properties into physical parameters according to the following conversion table.

Appearance Parameters

Physical Parameters PP(l)

Intensity + Color[RGB]

Lambertian L(l)

Ambient + Color[RGB]

Lambertian L(l)

Shine

Gaussian Angle a

Highlight + Highlight[RGB]

Gaussian Reflection

Reflection

Specular reflection SR(l)

Transparency + Highlight[RGB]

Specular transmission ST(l)

Algorithm

With the inverse simulation, you can select the calculation algorithm used to interpret your optical system.

You can choose between the Monte Carlo algorithm and a deterministic calculation. This selection impacts the parameters to set in the Propagation section.

  • The Monte Carlo algorithm is a randomized algorithm that allows you to perform probabilistic simulations. It allows you to manage dispersion, bulk diffusion, multiple diffuse inter-reflections and supports light expert analysis.

    Note: To define the propagation settings, see Monte Carlo Calculation Properties .
  • The deterministic algorithm allows you to perform determinist simulations that produce results showing little to no noise but that are considered as biased. This algorithm does not manage dispersion, bulk diffusion or light expert analysis. You can create a deterministic simulation with or without generating a photon map.

    Note: To define the propagation settings, see Deterministic Calculation Properties .