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> Thank you very much Alain for pointing these things out! I set the radiosity
> option (media on) as you said and it seems to work. I think the route is now
> pretty much clear to me, except for _one_ thing, and I'd be glad to have your
> help one more time...
>
> What I did so far is the following:
> - I changed to modeling the photonic crystal as a single membrane with hole,
> just as Bald Eagle suggested (thanks for this hint and the link to
> Lohmuellers hole with edge radius :) ).
> - I randomly generated a list of emitter coordinates with intensities
> proportional to the field strength at their location.
> - I changed the light drastically. It now uses 3 spot lights, an area light
> along x-direction, an HDRI light environment, ... and ... each emitter
> now features an additional light source proportional to its intensity at
> its location (so these are many light sources :) ).
> - I tweaked the material parameters to look more realistic.
>
> The result is in the attachment, and I am really satisfied with the improvements
> (do you like it?).
Great improvement.
With that many lights, you don't need radiosity.
Are your lights fading?
To get fading lights, you need to add :
fade_distance with a value of about the extent of the visual size of the
associated object.
fade_power 2
You probably also need to make the lights much brighter, possibly up to
1000 times, or even more, brighter depending on the fade_distance and
the the distance between the light and where you want it to have it's
nominal illumination.
>
> So the mentioned final step should be:
> - Model the superspace in which the fields are defined as a single object
> (I already did, this is just the difference of a large box and the
> photonic crystal geometry)
> - Define the (1) emitter's glowing spheres and (2) the field renders as
> separate media statements inside the interior of this object.
> (Their intensities will add up and the overlapping issues will be gone, am I
> right Alain?)
>
> THE FINAL PROBLEM:
> How do I specify these media inside the interior with the proper alignment? Say
> I have a singe field and set it as the density (as before). It will then take
> the complete object's vomume, right? How can I get the scaling and the
> positioning of these separate media right?
Yes, it will take the whole volume, even if most of it will have a
density of zero. That's why it increase the render time.
>
> Any help greatly appreciated and thank you so much for guiding me this far. Im
> sure it will be beautiful in the end :)
>
First, you perform any needed scaling. The pattern always start at the
origin, or <0,0,0>.
Last, you use translate on the individual patterns to place them in the
desired location.
density spherical scale Your_Scale translate Location
If you translate then scale, the scaling will make the whole thing move.
In fact, scale and rotate sould be placed before any translate.
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