Thanks, it worked !!
Thanks for the quick response, that’s exactly what I expected.
It works, thanks a lot,
Edit to the question: I found how that the problem was due to the default smoothing, which was set to 8. By changing it to None I “almost” solved my problem. However there is a little problem. When I generate a single ray, I would just the hit pixel to light. However it often happens thay 2 or 4 pixels light together in the 40 x 40 configuration (for “light” I mean that an inchoerent irradiance different from 0 is observed). I also forgot to specify that in my application I’m using the simple ray splitting option (I would need to treat the ray as much “single-photon-like” as possible). Is there a way to visualize only the “actually” hit pixels? (For examples by changing options for some kind of generated noise)
Just another detail. I’m working with the “simple ray splitting” option, which, if i’m not wrong, transmits or reflects a ray according to a probabilistic extimation based on “the material reflectance”. Now, is this material reflectance the correct one, corresponding to the considered interface, or not?
Ok thanks , I was wondering why my plots always indicated air as incident medium.Now there is a little detail i didn’t understand properly: is the specification of the “Inside of “ field necessary also to perform ray tracing or just to calculare reflectance and transmittance? I mean, I’m working with Rectalgular Volumes glued one next to the other and at the moment I’m not specifying the “inside of option”. Are rays traced correctely accounting the propagation from one medium to the next one (and viceversa in case of reflections) or for example a thin layer of air is always considered and I should change everything in my analysis?
Yeas, i meant non-sequential mode. Now I try with that source.Thanks for the advice.
I’m in sequential mode. I have tried to solve the problem by using a set of radial sources with fixed emission angle, but the problem is that i have to put many source to cover the line and it would be very useful to find a way to solve the problem reducing the number of sources, if possible (since at the moment have to change the setting of the sources one by one to get the results I need).
Edit: I had confirmation that Cherenkov effect is not implemented in zemax, but i have to generate photons in the points they are supposed to be emitted.So the problem “simplifies”:Now what i really need is just to implement the geometry with three cylindrical layers , generate photons from specific points to get them propagated and save coordinates (possibly as .txt files, but that’s not so important).
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