POV-Ray : Newsgroups : povray.general : photons : Re: photons Server Time
5 Aug 2024 20:15:03 EDT (-0400)
  Re: photons  
From: Rafal 'Raf256' Maj
Date: 25 Jul 2002 23:06:27
Message: <Xns9257335F06842raf256com@204.213.191.226>
"Slime" <slm### [at] slimelandcom> wrote in news:3d40ace4@news.povray.org

>> 1) [ lame - booo :/ ] how can I get rid of that pure black,
>> unrealistic shadow around nice photons caustics ? example :
>> http://www.raf256.com/pov/20020725phot/
> The pure black is, in fact, realistic. Any light coming into that spot
> *would* be ambient light, so you should either use ambient or
> radiosity, or maybe a shadowless light if you prefer, to make that

yes now I see that :) I'll try to add radiosity in future to my scene

>> 2) is there some way to control brightness of photons ? maybe image
>> will not be realistic but artistic effect would be imho nice
> 1. Crank up the light source that casts photons and use save_file to
> save the photon data. stop render after photon shooting finishes and
> rendering starts.
> 2. Bring the light source back to normal and use load_file to load the
> photon data for the final render.

heh ;) good idea... but how about making this option a "normal" future of 
POV ? it's probalby very easy to implement. Besides this work around will 
not help if I have two object's and I want them to have diffrent photons 
power. How about :

we have a glass sphere, and white plane

sphere { ... photons { target refraction reflection } } 

plane {
  ...
  photons {   
    collect on
    power { ph_color, ph_effect }
  }
}

implementation :
color_final = (PHOTONS * ph_color)*ph_effect + (1-ph_effect)*COLOR

where :
we have pixel, that is placed in shadow of sphere, on plane.
PHOTONS - color of that pixel if photons are in use (plane collect photons)
COLOR - color of that pixel if photons where NOT used - collect off
and ofcourse color_final is the final color of that pixel

how about that ?
easy, simple and gives meany interesting possibilites :))

photons { ... power {1, 1} } 
photons { ... power {10, 1} } // very bright photons
photons { ... power {10, 1} } // very bright photons
photons { ... power {-1, 1} } // anty-photons - will dark scene :>>>
photons { ... power {1, 0.5} } // oject will be half with-photons and half 
without-photons - this is what I would use in my problem :
  http://www.raf256.com/pov/20020725phot/

What do You think ?

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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