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A cylindrical beam does not refract through media unless the light
source is inside the media container. In the attached frame 1, the
light source is below the media container, just outside the bottom of
the image. In frame 2, the light source is inside the media container.
---%<-----%<-----%<-----%<---[BEGIN CODE]---%<-----%<-----%<-----%<---
#version max (3.7, min (3.8, version));
global_settings
{ assumed_gamma 1
max_trace_level 50
photons { spacing 0.05 autostop 0 media 100 }
}
#declare HALFH = 5;
#declare HALFW = HALFH * 4/3;
#declare DCAM = 25;
camera
{ location vrotate (-DCAM * z, -6 * x)
look_at 0
right 4/3 * x
angle 2 * degrees (atan2 (HALFW, DCAM))
}
box
{ <-HALFW, -HALFH, -6.01>, <HALFW, HALFH, 0.01>
hollow
pigment { rgbt 1 }
interior
{ media
{ scattering { 1, 1 extinction 0 }
method 3
intervals 1
samples 3, 3
aa_level 2
}
}
}
light_source
{ <0, frame_number * 2 - 3 - HALFH, -3>, rgb 1
cylinder radius 0.4 falloff 0.4
parallel point_at <0, 0, -3>
}
prism
{ 0, 6, 4,
<-1, 0>, <1, 1>, <1, -1>, <-1, 0>
hollow
rotate -90 * x
scale <1.5, 1.5, 1>
texture
{ pigment { rgbf 1 }
finish { reflection { 1 fresnel } conserve_energy }
}
interior { ior 1.5 }
photons { target collect off reflection on refraction on }
}
--->%----->%----->%----->%----[END CODE]---->%----->%----->%----->%---
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Attachments:
Download 'media_refraction1.jpg' (6 KB)
Download 'media_refraction2.jpg' (7 KB)
Preview of image 'media_refraction1.jpg'

Preview of image 'media_refraction2.jpg'

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On 8/24/25 13:16, Cousin Ricky wrote:
> A cylindrical beam does not refract through media unless the light
> source is inside the media container.
Thanks for the example scene!
First, when using scattering media / photons the light source must start
outside any media container by at least some epsilon amount. Some years
ago there was a long-ish news thread about this being how POV-Ray has
long worked. (Yes, it seems like for the cylindrical light source this
rule is 'somewhat' of a lie for the scattering media calculations...
News to me.)
Second, when tracing photons through a transparent box, the box itself
needs a photon{} block with 'reflection on' and 'refraction on'.
Otherwise, the forward photon tracing stops at that first media-box
surface. This is why it 'looks like' refraction is not working when the
light's origin is outside the media-box.
Third, You've got 'hollow on' for the prism. Depending on what you want
for a result, this can be an OK thing to do. When on, it does mean the
prism surfaces are treated as infinitely thin surfaces and the
scattering media (Less, certain, light source settings) is calculated
inside the prism as if it contains the box's media for both the
scattering result and photon, media depositions. Using 'hollow off'
would be more 'realistic' for your scene's set up for the scattering
contribution.
Fourth, the scattering media result is unrealistic in the original scene
given there is refraction. The scattering calculation is done in a
backward tracing way. To turn off the scattering result you can add
'media_interaction off' to the light source.
In the attached multi-image, image, the left column is the frame 1 set
up, and the right column frame 2's. In all results the prism is using
'hollow off' and a 'photons 'target collect off reflection on refraction
on } block is used for the media-box.
The top row shows only the scattering media result (no photons).
In the middle row both the scattering and photons contributions.
In the bottom row the scattering calculation is dropped by using 'media
interaction off' in the light_source{} block.
Yes! There should be some refraction/refection contributions looking
into the top of the prism coming from the media photons outside the
prism. We can get those back by using 'hollow on' - as you originally
did - for the prism while still using 'media_interaction off' with the
light source. See the larger of the attached images.
Bill P.
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Attachments:
Download 'rickyfractionpuzzle.png' (14 KB)
Download 'rickyfractionpuzzle_story.png' (46 KB)
Preview of image 'rickyfractionpuzzle.png'

Preview of image 'rickyfractionpuzzle_story.png'

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On 8/25/25 13:29, William F Pokorny wrote:
> Yes! There should be some refraction/refection contributions looking
> into the top of the prism coming from the media photons outside the
> prism. We can get those back by using 'hollow on' - as you originally
> did - for the prism while still using 'media_interaction off' with the
> light source. See the larger of the attached images.
Apologies. I grabbed the wrong image for the larger one mentioned
above... Hopefully the correct one is now attached.
Bill P.
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Attachments:
Download 'rickyfractionpuzzle.png' (67 KB)
Preview of image 'rickyfractionpuzzle.png'

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