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> Alain <kua### [at] videotronca> wrote:
>
>> area_light is an option.
>> spot_light, cylindrical and parallel are also options.
>> You can have a light with area_light, parallel AND spot_light without
>> any problem.
>>
>> Also, if you want to use photons, to have forward tracing, ALL light but
>> shadowless emit photons by default.
>
> Thanks, that's useful to know. The photon mapping method sounds like a good
> method too.
>
>
>
>
Photons shooting can take area_light into account by adding
photons{area_light} to the light's definition.
By default, all light emit photons with the exeption of shadowless ones.
Any object destined to receive first generation photons need a photons
block setting them as target. That block must also set if the object can
refract and reflect the photons.
Secondary photons will always reflect on reflective surfaces and be
refracted by transparent objects having an ior defined in the interior
block.
A bonus: You can save the photons and reload them for the next
rendering. The photons map is resolution independent.
So, you can do a "test" render at 320 by 240 and no antialiasing
shooting and saving photons, then, perform a 64000 by 48000 fully
antialiasing render that reload the photons.
This can save you a *LOT* of time.
Alain
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On 09/02/15 23:57, Alain wrote:
> shooting and saving photons, then, perform a 64000 by 48000 fully
> antialiasing render
... best viewed on a 25 metre screen ;-)
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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