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Below is an updated script that seems to work with your original settings. I
added photons to the reflective sphere and also added caustics to the glass.
This made a nice picture as far as I can see.
Dean
#version 3.5;
#include "functions.inc"
#declare overallscale=10;
#declare cm=0.01*overallscale;
#declare m=1*overallscale;
global_settings
{
assumed_gamma 2
max_trace_level 50
photons
{
count 10000 //jitter .3
}
}
camera
{
location <0,30,-50>*cm
look_at <-3.5,6,0>*cm
angle 30
}
light_source
{
vnormalize(<2,2,-1>)*m*1 // multiply with .6, and the color will go
away
color rgb <1,1,.95>*1
spotlight point_at <0,10,0>*cm radius 0 falloff 15 tightness 20
}
#declare Floor=
texture
{
pigment
{
color rgb 1
}
finish
{
ambient 0
reflection .2 // remove this -> black "holes" in caustics
will go away
}
}
#declare Sky=
texture
{
pigment
{
color rgb 1
}
finish{ambient 1}
}
sphere
{
0,1*m
translate y*(1*m)
texture
{
gradient y scale 2*m
texture_map
{
[0.0 Floor]
[0.1 Floor]
[0.3 Sky]
[1.0 Sky]
}
}
translate -y*0.01*cm
inverse
//clipped_by{plane{y,.02*m }}
photons{target refraction on reflection on collect off}} //added by Dean to
see if how it changes things
lathe
{
//linear_spline
cubic_spline
6+2+2+1,
< -0.5, 0.1>*cm,
< 0.0, 0.1>*cm,
< 4.0, 0.0>*cm,
< 4.75, 0.5>*cm,
< 4.0, 3.0>*cm,
< 5.0, 10.0>*cm,
< 5.0, 11.5>*cm,
< 4.5, 10.0>*cm,
< 3.2, 1.5>*cm,
< 0.0, 1.5>*cm
< -0.5, 1.5>*cm
// avoid coicidence probs
translate y*.1*cm
pigment
{
color rgb <.99,1,.99>
filter .9
}
interior
{
ior 1.5
caustics .5//added by Dean to see if how it changes things
}
photons{target refraction on reflection on collect off}
}
Lutz-Peter Hooge wrote:
> Hi,
>
> There still seems to be a bug (or maybe two) in the (refractive) photons
> code.
> It accurs only in very special cases, and is dependent on the texture and
> shape of the object on wich the photons show up, on the position of the
> light_source, the color of the light source, and the color and
> filter/transmit of the refractive object (and maybe some other things i
> didn't notice).
>
> The symptoms are:
> a) bright colored caustics, but the color is not related to the color of
> light_source or photon target (of course, dispersion was not used).
> b) holes/circular black spots appear in the caustics.
>
> Here is a scene with shows the prob.
> I tried to eliminate everything that seems to have no effect on the bug.
> I'll also post a rendering of this scene in the beta-test.binaries group.
>
> #version 3.5;
> #include "functions.inc"
>
> #declare overallscale=10;
> #declare cm=0.01*overallscale;
> #declare m=1*overallscale;
>
> global_settings
> {
> assumed_gamma 2
> max_trace_level 50
> photons
> {
> count 10000 jitter .3
> }
> }
>
> camera
> {
> location <0,30,-50>*cm
> look_at <-3.5,6,0>*cm
> angle 30
> }
>
> light_source
> {
> vnormalize(<2,2,-1>)*m*1 // multiply with .6, and the color will
> go away
> color rgb <1,1,.95>*2
> spotlight point_at <0,10,0>*cm radius 0 falloff 15 tightness 20
> }
>
> #declare Floor=
> texture
> {
> pigment
> {
> color rgb 1
> }
> finish
> {
> ambient 0
> reflection .2 // remove this -> black "holes" in caustics
> will go away
> }
> }
>
> #declare Sky=
> texture
> {
> pigment
> {
> color rgb 1
> }
> finish{ambient 1}
> }
>
> sphere
> {
> 0,1*m
> translate y*(1*m)
> texture
> {
> gradient y scale 2*m
> texture_map
> {
> [0.0 Floor]
> [0.1 Floor]
> [0.3 Sky]
> [1.0 Sky]
> }
>
> }
> translate -y*0.01*cm
> inverse
> //clipped_by{plane{y,.02*m }}
> }
>
> lathe
> {
> //linear_spline
> cubic_spline
> 6+2+2+1,
>
> < -0.5, 0.1>*cm,
>
> < 0.0, 0.1>*cm,
> < 4.0, 0.0>*cm,
>
> < 4.75, 0.5>*cm,
>
> < 4.0, 3.0>*cm,
> < 5.0, 10.0>*cm,
> < 5.0, 11.5>*cm,
> < 4.5, 10.0>*cm,
>
> < 3.2, 1.5>*cm,
>
> < 0.0, 1.5>*cm
>
> < -0.5, 1.5>*cm
>
> // avoid coicidence probs
> translate y*.1*cm
>
> pigment
> {
> color rgb <.99,1,.99>
> filter .9
> }
> interior
> {
> ior 1.5
> }
> photons{target refraction on reflection on collect off}
> }
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