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> You amaze me.
Nah, just experience and a nack for experimenting.
What might work for every surface to collect photons
and every surface to reflect photons, would be to put
them all inside a union{} and make them a target. Photons
will be generated with all objects using reflection, but won't
show up in the final image due to no_image.
But, in this occasion, if you want the entire scene to be
light by photons, it would probably really be easier to put
something like
#declare Reflect_Photons=yes;
at the beginning and
finish{ #if (Reflect_Photons) reflection 1 #end [other finishes]}
inside every finish for every material.
Then render the scene with reflections on, and save the photons
using "save_file" inside the photon{} Block of the global
settings.
Then, switch Reflect_Photons to no/off/0 and use
load_file instead of save_file. Thus, no specular reflections,
but photons all over the place. This would get quiet parsing
and memory intensive though.
Let me see if I can cook up a small scene for that.
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
> Tim,
>
> You amaze me.
>
> This is an interesting technique you have there. I've looked at your image
> and the specular reflections of photons are currently too obvious as the
> caustics on the floor and on the the two walls behing clearly shows. I think
> that something that might help diffuse the caustics a little more would be
> to add a very rough bump material on the surface of the reflecting objects.
>
> White Zebra
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