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First, here's bad news:
We have a bug in photons { pass_through }.
The current implementation mechanism is (and apparently has always been)
causing an "amplification" effect on photons. See
http://bugs.povray.org/task/93 for an example scene.
Then, there's good news:
I located the error.
There is a piece of code in PhotonTrace::ComputeLightedTexture that
causes pass_through objects to *both* let the photon pass unaffected
*and* have a clone of it pass trough it with all effects - transmit &
filter attenuation, reflection & refraction - the whole smash.
Duh!
Question is, how to fix this thing? Do we just want to suppress
reflection & refraction but do transmit & filter attenuation? That would
be my favorite, though according to the documentation only media-based
attenuation should occur.
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