POV-Ray : Newsgroups : povray.general : Scattering media and photons : Re: Scattering media and photons Server Time
7 Nov 2024 00:20:59 EST (-0500)
  Re: Scattering media and photons  
From: IMBJR
Date: 16 Mar 2004 15:37:41
Message: <7jpe50ttstqe6gvdasidg304fdv24u2h2r@4ax.com>
On Tue, 16 Mar 2004 10:03:13 -0000, Phil Cook
<phi### [at] nospamdeckingdealscouk> wrote:

>On Mon, 15 Mar 2004 21:19:25 +0000, IMBJR <no### [at] spamhere> wrote:
>
>> On Mon, 15 Mar 2004 09:31:18 -0000, Phil Cook
>> <phi### [at] nospamdeckingdealscouk> wrote:
>>
>>> On Sat, 13 Mar 2004 15:58:50 +0000, IMBJR <no### [at] spamhere> wrote:
>>>
>>>> On Fri, 12 Mar 2004 23:18:50 -0500, "Slime" <slm### [at] slimelandcom> wrote:
>>>>
>>>>>> Currently, I've a cylinder of light
>>>>>
>>>>> Hmm, I vaguely remember other people having troubles with cylinder
>>>>> lights
>>>>> and photons... but I don't remember what the solutions were.
>>>>
>>>> LOL
>>>>
>>>> Cheers, that fills me with hope!
>>>>
>>>>>
>>>>> - Slime
>>>>> [ http://www.slimeland.com/ ]
>>>>>
>>>
>>> Hopefully you won't object to comments from a newbie, but as I've been
>>> messing with this sort of thing I may know what's happening.
>>> The parallel light source beam diameter seems to be controlled by the
>>> tightness keyword, as for reflecting the light beam off a reflected
>>> surface; it doesn't.
>>> As they say a picture is worth a thousand words;
>>>
><snip code>
>>>
>>> As you can see from the top view the light beam isn't reflected, but if
>>> you switch to the other camera view the white sphere is reflected in the
>>> prism. The only way round this I think is to point a cylinder light 
>>> where
>>> the beam should reflect.
>>>
>>> Hope this helps
>>
>> Interesting. I've had a play with your scene and still can't see why
>> this does not work. After all I'm sure the documentation does talk
>> about photons being trapped/held/sampled in media.
>
>Yeah I've fiddled with it at lot too, add a new camera at:
>
>location <10,7,3>
>look_at <-10,3,3>
>
>add a box at:
>
>box{0,<-10,10,-100> rotate y*22.5 translate <-10,0,10> pigment {rgb 0.8} 
>finish{reflection {1.0} ambient 0.5 diffuse 1}}
>
>then switch the LightReflector to ambient 0.5 diffuse 1
>
>you can see that the light beam is being calculated as there is a patch on 
>the box however note the lack of a shadow from the first sphere which 
>should appear in the middle of it, also note the lack of the reflected 
>shadow in the box part which is showing the reflection of the 
>LightReflector.
>
>So unless there's something I'm missing it appears POV-Ray can't do this 
>sort of thing with media.

How odd. Unless I'm misreading the documentation, we should be able to
do this. I'm sure I've see a classic Dark Side Of The Moon prism with
refracted beam done in POV. I can't see why reflections should be any
different.

>
>--
>Phil

--------------------------------
My First Subgenius Picture Book:
http://www.imbjr.com


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