Just trying them out for the first time on something more than a sphere.
The shape is made of a dodecahedron and an icosohedron. count 50000,
but I think it used more like 5 million. Dispersion 1.1, with 100
samples. One light source (area light up and to the right). Photons
took 1.5 hours on a pentium 233, rendering took 40 hours on a P3 500
that was used for games for at least a third of that time.
I suppose the banding artifacts are down to not using enough photons?
And does anyone know why the caustics are so bright? They look a little
unreal to me.
> I suppose the banding artifacts are down to not using enough photons?> And does anyone know why the caustics are so bright? They look a little> unreal to me.
they look like the best damn photons I have seen to date :)
--
Rick
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In article <3c1fbb5b@news.povray.org>, ast### [at] hotmailcom says...
> I suppose the banding artifacts are down to not using enough photons?
Probably not, try using "jitter".
> And does anyone know why the caustics are so bright? They look a little> unreal to me.
Its a bug with dispersion. The more dispersion_samples, the brighter it
gets.
Lutz-Peter
Would you please post your code for this? I've been trying to get exactly
this effect with no positive results.
Thanks.
Jim
"Andrew" <ast### [at] hotmailcom> wrote in message
news:3c1fbb5b@news.povray.org...
> Just trying them out for the first time on something more than a sphere.>> The shape is made of a dodecahedron and an icosohedron. count 50000,> but I think it used more like 5 million. Dispersion 1.1, with 100> samples. One light source (area light up and to the right). Photons> took 1.5 hours on a pentium 233, rendering took 40 hours on a P3 500> that was used for games for at least a third of that time.>> I suppose the banding artifacts are down to not using enough photons?> And does anyone know why the caustics are so bright? They look a little> unreal to me.>>>