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Hi,
I have this blob made up of 5000 glass spheres inside a spherical HDR.
The result is attached. I turned on photons, but can't get any caustics
to appear.
MegaPOV returns an error: Slab Building warning: Could not save photon
map - no photons!
The blob object hass these propertis:
sturm
texture {
pigment { color rgbt 1 }
finish {
ambient 0
diffuse 0
reflection { 0.1, 1.0 fresnel on }
conserve_energy
}
}
interior {
ior 1.5
fade_distance 1.1
fade_color <0.11, 0.1, 0.3>
}
photons{
target Radius1/2
refraction on
reflection on
}
I can't find out what is wrong. Any suggestions are welcome.
Post a reply to this message
Attachments:
Download 'newt.jpg' (56 KB)
Preview of image 'newt.jpg'
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Maurice nous apporta ses lumieres ainsi en ce 2005-01-02 04:37... :
> Hi,
>
> I have this blob made up of 5000 glass spheres inside a spherical HDR.
> The result is attached. I turned on photons, but can't get any
> caustics to appear.
> MegaPOV returns an error: Slab Building warning: Could not save photon
> map - no photons!
>
> The blob object hass these propertis:
> sturm
> texture {
> pigment { color rgbt 1 }
> finish {
> ambient 0
> diffuse 0
> reflection { 0.1, 1.0 fresnel on }
> conserve_energy
> }
> }
> interior {
> ior 1.5
> fade_distance 1.1
> fade_color <0.11, 0.1, 0.3>
> }
> photons{
> target Radius1/2
> refraction on
> reflection on
> }
>
> I can't find out what is wrong. Any suggestions are welcome.
>
> ------------------------------------------------------------------------
>
What are the photons settings for the floor? Does it collect them?
Post a reply to this message
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Alain wrote:
> Maurice nous apporta ses lumieres ainsi en ce 2005-01-02 04:37... :
>
>> Hi,
>>
>> I have this blob made up of 5000 glass spheres inside a spherical HDR.
>> [blabla...]
>> }
>>
>> I can't find out what is wrong. Any suggestions are welcome.
>>
>> ------------------------------------------------------------------------
>>
> What are the photons settings for the floor? Does it collect them?
The floor:
plane{ <0,1,0>, 0
texture{
pigment{checker color rgb<1,1,1>*1.2 color rgb<1,1,1>}
finish{ambient 0.1 diffuse 0.8 metallic reflection{0.9}}
}
no_radiosity
}
It has no photons section...
--
Maurice
Welcomes everybody to the fifth year of the century.
Post a reply to this message
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Maurice nous apporta ses lumieres ainsi en ce 2005-01-02 10:30... :
> Alain wrote:
>
>> Maurice nous apporta ses lumieres ainsi en ce 2005-01-02 04:37... :
>>
>>> Hi,
>>>
>>> I have this blob made up of 5000 glass spheres inside a spherical
>>> HDR. [blabla...]
>>> }
>>>
>>> I can't find out what is wrong. Any suggestions are welcome.
>>>
>>> ------------------------------------------------------------------------
>>>
>>>
>> What are the photons settings for the floor? Does it collect them?
>
>
> The floor:
>
> plane{ <0,1,0>, 0
> texture{
> pigment{checker color rgb<1,1,1>*1.2 color rgb<1,1,1>}
> finish{ambient 0.1 diffuse 0.8 metallic reflection{0.9}}
> }
> no_radiosity
> }
>
> It has no photons section...
>
No photons section = collect on target off OK
Then, it may be that the high reflection value (0.9) make them almost
invisible. The more reflective a surface is, the less it will show
photons effects. That's the main reason why it's recomended to set
collect off for highly reflective surfaces.
Alain
Post a reply to this message
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> Then, it may be that the high reflection value (0.9) make them almost
> invisible. The more reflective a surface is, the less it will show
> photons effects. That's the main reason why it's recomended to set
> collect off for highly reflective surfaces.
Additionally, check if max_trace_level for the photons is high enough to
actually reach the plane. If the glass object has lots of holes in it, a
photon won't pass through, but rather get stuck somewhere along the way.
Note that you can define different max_trace_level for photons and the
actual raytraced rays, but I'm unsure if they use the same keyword... You'd
have to look at the docs for that.
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
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Does your light_source emit photons?
-S
5TF!
Post a reply to this message
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stm31415 wrote:
> Does your light_source emit photons?
>
> -S
> 5TF!
>
There is no lightsource as such. This is a scene running on radiosity.
The light is caused by a HDR image.
--
Maurice
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That explains everything. Only lightsources cause photons, if you'd want to
have caustics created by radiosity, you'd have to use ridiculously high
settings for the tracing depth.
A workaround would be to do a two-pass render. On the first pass, you only
render with a lightsource and photons, which you save to disk using
save_file in the photons-block. On the second pass, you render using
radiosity, but instead of placing an actual lightsource, you just load the
photons using load_file. You'd get the photons without the lightsource that
way.
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Post a reply to this message
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Alain wrote:
> Maurice nous apporta ses lumieres ainsi en ce 2005-01-02 10:30... :
>
>> Alain wrote:
>>
>>> Maurice nous apporta ses lumieres ainsi en ce 2005-01-02 04:37... :
>>>
>>>> Hi,
>>>>
>>>> I have this blob made up of 5000 glass spheres inside a spherical
>>>> HDR. [blabla...]
>>>> }
>>>>
>>>> I can't find out what is wrong. Any suggestions are welcome.
>>>>
>>>> ------------------------------------------------------------------------
>>>>
>>>>
>>> What are the photons settings for the floor? Does it collect them?
>>
>>
>>
>> The floor:
>>
>> plane{ <0,1,0>, 0
>> texture{
>> pigment{checker color rgb<1,1,1>*1.2 color rgb<1,1,1>}
>> finish{ambient 0.1 diffuse 0.8 metallic reflection{0.9}}
>> }
>> no_radiosity
>> }
>>
>> It has no photons section...
>>
> No photons section = collect on target off OK
> Then, it may be that the high reflection value (0.9) make them almost
> invisible. The more reflective a surface is, the less it will show
> photons effects. That's the main reason why it's recomended to set
> collect off for highly reflective surfaces.
I think you might be right. When I switch off the reflective finish of
the floor I see a hint of caustics on the floor. Is there any way to
increase the strenght of the caustics? Can't seem to find anything in
the manual that promises to do this. I found the caustics keyword for
interior but whatever value I use it doesn't seem to give the right effect.
--
Maurice
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Do what Tim said, using saved data. Radiosity does give very pale caustics,
but if you use the two pass method they will be clear and bright.
-S
5TF!
Post a reply to this message
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