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In article <pgp### [at] triton imagico de>,
Christoph Hormann <chr### [at] gmx de> wrote:
> But materials can't be targets, only objects can. The only way you can
> implement this is to make every object somehow 'inherit' the photon
> settings of its material. But this would not be obvious to the user so
> it will just cause confusion in most cases.
Why? It "inherits" the ior and media of its interior, the pigment of its
texture, etc. There's nothing about photons that ties them specifically
to the object, it doesn't own the photons. Making them an aspect of the
material makes perfect sense to me. Glass objects have caustics...it's
an aspect of glass, not of the objects.
> Most likely not. For efficiency you will only use photons on those
> objects where the caustics are visible in the scene. Glass objects out
> of direct view that are only visible as reflections in other shapes for
> example will probably not use photons.
Even if they are out of direct view, their photons may be in view
directly, or in reflections. And for the case where they really don't
contribute, provide a mechanism for turning them off.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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In article <402### [at] hotmail com>,
andrel <a_l### [at] hotmail com> wrote:
> > I didn't quite follow you. Can you give an example?
> Well, if you have an object which is partly glass
> and partly some opaque material and you add 'target off'
> to the latter part. Will the resulting object collect photons
> (because of the glass part that switches it on, and
> it is inherited by the total object) or not because
> of the 'target of' in the other part. Will always the
> first declaration take precedence or the last (or
> even a middle one).
The parts of the object that are glass will be photon targets. The parts
with the opaque material will not. You can't apply multiple materials to
a simple object, so there's no problem. (well, there may be a problem
with difference and intersection, but no more than there is now)
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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In article <402### [at] hotmail com>,
andrel <a_l### [at] hotmail com> wrote:
> Photons as a material property makes sense, but that would
> probably mean a large rewrite of the code (if even possible).
I highly doubt this. Actually, it would probably only require changes to
parse.cpp...
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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Ok, I seem to have misunderstood you somewhere.
I thought that because the photons are an object
thing now, you wanted to promote the photon setting
from any material in an object to the object itself.
Andrel
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 11 Feb 2004 04:47:42
Message: <4029fa3e$1@news.povray.org>
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news:402### [at] hotmail com...
> Ok, I seem to have misunderstood you somewhere.
> I thought that because the photons are an object
> thing now, you wanted to promote the photon setting
> from any material in an object to the object itself.
Oh, not at all. Sorry if I was unclear. If there was an object that is an
union of glass and wooden part, then the glass part should receive photons,
not everything. And if you, for any reason, don't want that glass part to
receive photons, then specify target off, or whatever. I just think it
should work just like caustics.
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Christopher James Huff wrote:
>
> Why? It "inherits" the ior and media of its interior, the pigment of its
> texture, etc. There's nothing about photons that ties them specifically
> to the object, it doesn't own the photons. Making them an aspect of the
> material makes perfect sense to me. Glass objects have caustics...it's
> an aspect of glass, not of the objects.
I'd suggest you (and everyone else who thinks photons are just like
(faked) caustics) to read up how they work before stating such
conclusions.
The idea behind making photon settings part of the material certainly is
to make it unnecessary for the user to think about which *objects* he
wants how many photons for. But since doing so will not actually change
anything in the way POV-Ray distributes the photons this will not result
in any actual improvement of the output quality or the render efficiency
- it would just create the illusion for the user that he does not need
to care about which objects should have photons.
What would really be interesting is a way for POV-Ray to automatically
calculate the target values for the objects that receive photons based
on their importance for the render result. There have been various
attempts for importance based photon distributions, a good introduction
can (although focussed on global photons) be found in:
http://graphics.uni-ulm.de/Importance.pdf
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
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> Oh, not at all. Sorry if I was unclear. If there was an object that is an
> union of glass and wooden part, then the glass part should receive photons,
> not everything. And if you, for any reason, don't want that glass part to
> receive photons, then specify target off, or whatever. I just think it
> should work just like caustics.
I think I understood what you wanted to achieve.
I had a problem with the way I thought it was supposed to
be realized. It is all clear to me now (I am a valid
target for photons again). Thanx,
Andrel
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In article <vib### [at] triton imagico de>,
Christoph Hormann <chr### [at] gmx de> wrote:
> I'd suggest you (and everyone else who thinks photons are just like
> (faked) caustics) to read up how they work before stating such
> conclusions.
Completely irrelevant, and somewhat insulting. I understand how photons
work. Yes, they are computed differently than faked caustics, that
doesn't matter one bit. If transparency, reflection, and refraction are
material attributes, it only makes sense for photons to be so as well.
> The idea behind making photon settings part of the material certainly is
> to make it unnecessary for the user to think about which *objects* he
> wants how many photons for. But since doing so will not actually change
> anything in the way POV-Ray distributes the photons this will not result
> in any actual improvement of the output quality or the render efficiency
> - it would just create the illusion for the user that he does not need
> to care about which objects should have photons.
The point is to make it more convenient to write scenes. The fact that
it won't improve efficiency or quality is entirely aside from the
point...it isn't intended to do so in the first place.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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Christopher James Huff wrote:
>
>>I'd suggest you (and everyone else who thinks photons are just like
>>(faked) caustics) to read up how they work before stating such
>>conclusions.
>
>
> Completely irrelevant, and somewhat insulting. I understand how photons
> work. [...]
Since you wrote:
> There's nothing about photons that ties them specifically
> to the object, it doesn't own the photons.
I had serious doubts about this...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 11 Feb 2004 09:41:15
Message: <402a3f0b@news.povray.org>
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In addition to what Christopher said...
Christoph Hormann wrote:
> I'd suggest you (and everyone else who thinks photons are just like
> (faked) caustics) to read up how they work before stating such conclusions.
I think I know how photons work and yes, the aim is to produce (in case
of refractive photons) more accurate caustics. I never claimed that
"photons are just like (faked) caustics". But the goal is very similar
in many cases.
> The idea behind making photon settings part of the material certainly is
> to make it unnecessary for the user to think about which *objects* he
> wants how many photons for. But since doing so will not actually change
> anything in the way POV-Ray distributes the photons this will not result
> in any actual improvement of the output quality or the render efficiency
> - it would just create the illusion for the user that he does not need
> to care about which objects should have photons.
I'm starting to repeat myself, but here goes:
1. The suggestion was to make it easier to alter material
characteristics. The _result_ of using photons is a material property:
more realistic caustics and light reflections. Only the calculation
method differs greatly from other properties and non-visible objects
have an impact on total render time. I don't understand why this can be
a reason to make the usage of photons more cumbersome than other
material properties. Of course there should allways be ways to control
the amount of time/memory consumed for this calculation.
2. The quality actually might improve as user might omit the usage of
photons on an object that is not visible whereas reflected of refracted
photons might still be visible in the field of view - even via
reflections. The possibility of this happening might be reduced if
photons were a material property. (And there is no point putting objects
into scene which don't affect the output in any way...)
3. Why should POV-SDL have "baby-sitting" (no offense meant) features? I
allways considered it to be quite powerful tool and it is up to user to
understand what he is doing. It would have been equally odd, if (say, 10
years ago) you would have been forced to specify refraction for each
objects individually without having the possibility to inculde it to
texture declaration: "They take very long to render and you must
consider every object very carefully..." There are documents that
explaine the usage of various features and I think users can judge
themselves how to use them.
> What would really be interesting is a way for POV-Ray to automatically
> calculate the target values for the objects that receive photons based
> on their importance for the render result. There have been various
> attempts for importance based photon distributions, a good introduction
> can (although focussed on global photons) be found in:
That would indeed be a good thing. Has any attempts made to implement
such a thing in Pov-RAY?
Severi
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