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Stefan Viljoen <rylan@ nous apporta ses lumieres ainsi en ce
2004/05/23 14:45... : <br>
<blockquote cite="mid40b0f1a8@news.povray.org" type="cite">
  <pre wrap="">
Thanks for replying to my post - I think I have at least demystified it for
myself a bit. I made the following test scene:
global_settings
{
        adc_bailout 0.05
        //max_trace_level 10 commented out
        
        photons
        {
                spacing 0.01
                jitter 0.15
                max_trace_level 10
                adc_bailout 0.05
                autostop 0
                radius ,1.75
                
                //save_file "phottest.pht"
        }
        
}
camera
{
        location <0,0,5>
        look_at <0,2,0>// -> <0,0,0>
}
light_source
{
        <4,4,5>
        color rgb <1,1,1>*2
        photons
        {
                refraction on
                reflection on
        }
}
box
{
        <-1,-1,-1>
        <1,1,1>
        material
        {
                texture
                {
                        pigment
                        {
                                color rgb <1,0,0>// -> rgb 1
                        }
                }
        }
        scale <2,2,1>
        
}
cylinder
{
        <-1,-1,-1>,
        <-1,1,2>
        0.25
        material
        {
                texture
                {
                        pigment
                        {
                                color rgbft <0,0,1,0.3,0.65>// -> rgbft
<0.9,0.9,1,0.99,0.0>
                        }
                        finish
                        {
                                diffuse 0.55//-> 0.1
                                ambient 0.45// -> 0.0
                                specular 0.9
                                roughness 0.2
                                metallic 0.25
                                reflection 0.25
                        }
                }
                interior
                {
                        ior 1.3
                        dispersion 1.4
                        dispersion_samples 10// -> 20
                        //caustics 2// you don't need faked caustics
                }
        }
        translate <1,0,0>
        photons
        {
                target 0.75
                reflection on
                refraction on collect off
        }       
}
This works ok. However in my scene I am working on (a bit too big to post),
specifying the object like this (I copied exactly the same ior, texture,
and shape) makes it turn absolutely 255,255,255 white - I have one very
distant (1000 units away) light. Specifying "collect off" in the glass
object's statement makes its texture be okay, but I guess THIS is why it
does not leave caustics on the surface it is standing on.
Any idea how I can prevent the photon object being "white out"-ed when I
remove "collect off"? Obviously I am making some mistake and specifying
"collect off" makes the class NOT leave caustics like I want it to.
Thanks!
  </pre>
</blockquote>
Changing the table to white and the "glass" to almost clear does show
both reflection and refraction caustics with strong dispersion.<br>
My changes to the glass are: remove caustics 2, add collect off in th
photons block, recolor to bluish white "rgbft
<0.9,0.9,1,0.99,0.0>" instead of blue, change the ambient to 0
and diffuse to 0.1, increased dispersion_samples to 20.<br>
I also made the "table" white.<br>
Reverted to default Max_trace_level hithout any obvious black spot.<br>
It renders somewhat faster to.<br>
<img height="768" width="1024" alt=""
 src="cid:par### [at] qwerty gov"><br>
<br>
Alain<br>
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