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"Tom Melly" <tom### [at] tomandlu co uk> wrote in message
news:3e5b49df$1@news.povray.org...
>
> Dunno if it's a bug or not, but you can fix it by making your media
container a
> bit taller so that the spotlight is inside it.
It's not a bug, what Chistopher said about adding pass_through into a
photons block within the media container is the answer. Just a thing about
how photons interact with objects. I guess the spotlight, being a source of
photons, wasn't getting into the media-filled box past that surface. Similar
to the camera being inside a nonhollow object maybe.
> BTW I don't think your glass box needs the hollow keyword.
And the photon spacing can be raised to about 0.05 I think. Also, media
method 2 helps with the render speed because it definitely is slower when it
is working as expected.
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Christopher James Huff <cja### [at] earthlink net> wrote in news:cjameshuff-
F7D### [at] netplex aussie org
> Try adding a photon block with pass_through, if that doesn't work try
It didn't work, btw - is't this a bug ?
> making it a photon target.
Yep, that's it - adding to media container
photons { target }
do help.
I thing it's worthy adding to FAQ, maybe in spare time I will make a mini
FAQ about using special futures that are hard to use like media+photons,
etc.
--
#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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"Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote in message
news:Xns### [at] 204 213 191 226...
>
> > making it a photon target.
>
> Yep, that's it - adding to media container
> photons { target }
Not here. I don't get it showing up unless pass_through is in there.
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"Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote in message
news:Xns### [at] 204 213 191 226...
> > making it a photon target.
>
> Yep, that's it - adding to media container
> photons { target }
> do help.
>
Are you sure? It doesn't/didn't help on my tests here.
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"Tom Melly" <tom### [at] tomandlu co uk> wrote in news:3e5b7cca@news.povray.org
>>
>> Yep, that's it - adding to media container
>> photons { target }
>> do help.
> Are you sure? It doesn't/didn't help on my tests here.
uhm... yes, working scene source is :
#local QQ_Media=1;
camera {
location <0,8,-9> look_at -y*6 angle 70
}
box { -10,+10 inverse hollow pigment { checker rgb .85 rgb 1 } finish { diffuse .97 }
}
plane { y,-9.99 pigment { rgb 1 } finish { diffuse .96 } }
global_settings {
radiosity { media on }
max_trace_level 10
photons {
spacing 0.05
media 20,2
max_trace_level 5
}
}
// == glass +normal + PHOTONS
#local Tr=+x*0;
#local P=<0, 2,0>+Tr;
#local T=<0,-10,0>+Tr;
sphere { P .1 finish { ambient 1 } pigment{rgb 1} no_shadow hollow photons {
pass_through } }
sphere { T .2 pigment{rgb y} }
light_source {
P rgb 1
spotlight point_at T radius 10 falloff 10+5
media_interaction
media_attenuation
photons { reflection on refraction on }
}
box { -.7,+.7 scale <1,.2,1>
pigment { rgbf .99 }
finish { reflection .2 specular .9 roughness 0.02 }
interior { ior 1.3 }
normal { bozo scale .4 }
translate <0,-1,0> translate Tr
photons { refraction on reflection off target on }
}
// --- media ---
#if (QQ_Media)
box {
<-11,-11,-11> <+11,+11,+11>
pigment { rgbt 1 }
interior {
media {
method 3
samples 5 intervals 2
scattering { 1 rgb .10 extinction 0.40 }
}
}
photons{ target on } // <======
hollow
}
#end
--
#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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"Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote in message
news:Xns### [at] 204 213 191 226...
> "Tom Melly" <tom### [at] tomandlu co uk> wrote in news:3e5b7cca@news.povray.org
>
> >> Yep, that's it - adding to media container
> >> photons { target }
> >> do help.
> > Are you sure? It doesn't/didn't help on my tests here.
>
> uhm... yes, working scene source is :
---snipped---
> // == glass +normal + PHOTONS
> #local Tr=+x*0;
> #local P=<0, 2,0>+Tr; <==<<
> #local T=<0,-10,0>+Tr;
---snipped some more---
> light_source {
> P rgb 1
---snipped again---
> // --- media ---
> #if (QQ_Media)
> box {
> <-11,-11,-11> <+11,+11,+11> <==<<
Yeah... uh... :-) ...only because the light source is no longer outside
the media container, as can be seen of the two lines shown arrowed, so it
doesn't need the pass_through anymore. And, having now tried your script
again I see that leaving the media's photon block out entirely actually
renders faster and is still okay I guess. From what I can tell in a small
rendering anyway.
Bob
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