POV-Ray : Newsgroups : povray.newusers : Strange halo on reflections Server Time
27 Jun 2024 17:24:36 EDT (-0400)
  Strange halo on reflections (Message 7 to 16 of 16)  
<<< Previous 6 Messages Goto Initial 10 Messages
From: Crippso
Subject: Re: Strange halo on reflections
Date: 12 Jul 2012 03:50:01
Message: <web.4ffe814058f7bdbc60b91f590@news.povray.org>
Hi clipka

code attached. Its a bit detailed but basically I pass a light through a slit
towards the object I described. The slit is positioned using the xscan variable.
If xscan = 4.0 the narrow beam of light will hit a 45degree side at a position
where the reflection will be through the absorber. Therefore I expect the light
that is reflected to be dull. When xscan = 3.0 the reflection doesnt travel
along the absorber so the reflection should be brighter. However if you run the
scene with both xscan values the brightness of the reflection looks about the
same.

#declare pitch = 15.0;   //pitch
#declare t_st = 6.0;    // front face of absorber
#declare t_abs = 2.0; // absorber thickness
#declare t_back = 9.0; // cmt thickness
#declare Rd = 5.0; //etch depth
#declare n = 0.5; // width of etch at bottom
#declare m = pitch-n-2*Rd; // mesa top size - this formula gives a 45deg slope
on side walls
//#declare m = 6; //mesa top size
#declare b = m; // indium bump size
#declare etch = pitch-m; // width of etch at top
#declare bumpz = t_back-1e-3; // front face of bump




#declare t_ol = 0.1; //an overlap between interfaces required by povray


#declare extent = 100; // x and y extent of 'array' - large enough to fit a 3x3
grid of pixels in

#declare xscan = 3.0;//clock/10;  //scan of slit across pixel

#declare slit=0.2; //slit thickness


#declare xoffset = 0;    //multiples of pitch offset
#declare yoffset = 0;    //multiples of pitch offset

#declare cdte_ior = 2.68;
#declare cmt_ior = 3.2;

#declare cmt_abs = 2.500;


#declare zq1 = t_back-Rd;   // z pos of cutaway bottom (etch bottom)
#declare zq2 = t_back+t_ol; // z pos of cutaway top
#declare slp = 2*Rd/(etch-n); // slope of mesa side

#declare val1 = (etch/2)+(zq2-t_back)/slp; // x or y pos of cutaway top



#declare beamsize = 2*sqrt(2)*pitch;

#default {finish {ambient 0 diffuse 0}}

global_settings
{
   assumed_gamma 1

   //photons{count 2000000000 max_trace_level 20 adc_bailout 1e-11 jitter 0
gather 5000,8000}
  photons{count 100000000 max_trace_level 20 adc_bailout 1e-11 jitter 0
}//gather 500,1000}

}

#macro PhotonTarget(isTarget, Reflect, Refract, DontIgnorePhotons)
 photons {
  #if(isTarget=yes) target #end
  reflection Reflect
  refraction Refract
  #if(DontIgnorePhotons=no) collect off #end
 }
#end

camera
{
   orthographic
   location <0,0,-20>
   angle 100
   look_at  <0,0,-50>

}

/*camera
{
   orthographic
   location <0,0,-30>
   angle 100
   look_at  <0,0,0>

}*/

light_source{<xscan,0,-20>, 1 cylinder radius beamsize falloff beamsize
tightness 0 point_at <xscan,0,t_st>}


#declare movpelayer =
union{

object{

box
{
   <-extent,-extent,0> <extent,extent,t_back>
   pigment{rgbt 1}
   finish
   {
     reflection{0,1 fresnel}
     conserve_energy
   }
   interior{ior cmt_ior fade_distance 1000 fade_power 1000}
   PhotonTarget(yes, yes, yes, no)
}

}

object{

box
{
   <-extent,-extent,t_st> <extent,extent,t_st+t_abs>
   pigment{rgbt 1}
   finish
   {
     reflection{0,1 fresnel}
     conserve_energy
   }
   interior{ior cmt_ior fade_distance cmt_abs fade_power 1000}    // Absorber
Layer
   PhotonTarget(no, yes, yes, no)
}
}

}

#declare etch1 =

merge{
      object{
         prism {
           linear_sweep linear_spline
            -extent, // sweep the following shape from here ...
            extent, // ... up through here
            5,
            <+pitch/2+xoffset*pitch/2-n/2,zq1>,
<+pitch/2+xoffset*pitch/2+n/2,zq1>, <+pitch/2+xoffset*pitch/2+val1,zq2>,
<+pitch/2+xoffset*pitch/2-val1,zq2>, <+pitch/2+xoffset*pitch/2-n/2,zq1>
            }
         //rotate<0,0,0>
         //translate<+pitch/2+xoffset*pitch/2,0,t_st+t_abs+t_con+1e-3>
         texture {pigment {rgbt 1}
       finish {reflection {0,1 fresnel} conserve_energy  }  }
       interior { ior 1 fade_distance 1000 fade_power 1000 }
       PhotonTarget(no, yes, yes, no)
         }

      object{
         prism {
           linear_sweep linear_spline
            -extent, // sweep the following shape from here ...
            extent, // ... up through here
            5,
            <-pitch/2+xoffset*pitch/2-n/2,zq1>,
<-pitch/2+xoffset*pitch/2+n/2,zq1>, <-pitch/2+xoffset*pitch/2+val1,zq2>,
<-pitch/2+xoffset*pitch/2-val1,zq2>, <-pitch/2+xoffset*pitch/2-n/2,zq1>
            }
          //rotate<0,0,0>
          //translate<-pitch/2+xoffset*pitch/2,0,t_st+t_abs+t_con+1e-3>
          texture {pigment {rgbt 1}
       finish {reflection {0,1 fresnel} conserve_energy  }  }
       interior { ior 1 fade_distance 1000 fade_power 1000 }
       PhotonTarget(no, yes, yes, no)
          }

       object{
         prism {
           linear_sweep linear_spline
            -extent, // sweep the following shape from here ...
            extent, // ... up through here
            5,
            <pitch+pitch/2+xoffset*pitch/2-n/2,zq1>,
<pitch+pitch/2+xoffset*pitch/2+n/2,zq1>,
<pitch+pitch/2+xoffset*pitch/2+val1,zq2>,
<pitch+pitch/2+xoffset*pitch/2-val1,zq2>,
<pitch+pitch/2+xoffset*pitch/2-n/2,zq1>
            }
         //rotate<0,0,0>
         //translate<+pitch/2+xoffset*pitch/2,0,t_st+t_abs+t_con+1e-3>
         texture {pigment {rgbt 1}
       finish {reflection {0,1 fresnel} conserve_energy  }  }
       interior { ior 1 fade_distance 1000 fade_power 1000 }
       PhotonTarget(no, yes, yes, no)
         }

       object{
         prism {
           linear_sweep linear_spline
            -extent, // sweep the following shape from here ...
            extent, // ... up through here
            5,
            <-pitch-pitch/2+xoffset*pitch/2-n/2,zq1>,
<-pitch-pitch/2+xoffset*pitch/2+n/2,zq1>,
<-pitch-pitch/2+xoffset*pitch/2+val1,zq2>,
<-pitch-pitch/2+xoffset*pitch/2-val1,zq2>,
<-pitch-pitch/2+xoffset*pitch/2-n/2,zq1>
            }
          //rotate<0,0,0>
          //translate<-pitch/2+xoffset*pitch/2,0,t_st+t_abs+t_con+1e-3>
          texture {pigment {rgbt 1}
       finish {reflection {0,1 fresnel} conserve_energy  }  }
       interior { ior 1 fade_distance 1000 fade_power 1000 }
       PhotonTarget(no, yes, yes, no)
          }

      object{
         prism {
           linear_sweep linear_spline
           -extent, // sweep the following shape from here ...
           extent, // ... up through here
            5,
            <-n/2,zq1>, <+n/2,zq1>, <+val1,zq2>, <-val1,zq2>, <-n/2,zq1>
            }
          rotate<0,0,90>
          translate<0,+pitch/2+yoffset*pitch/2,0>
          texture {pigment {rgbt 1}
       finish {reflection {0,1 fresnel} conserve_energy  }  }
       interior { ior 1 fade_distance 1000 fade_power 1000 }
       PhotonTarget(no, yes, yes, no)
          }

      object{
         prism {
            linear_sweep linear_spline
            -extent, // sweep the following shape from here ...
            extent, // ... up through here
            5,
            <-n/2,zq1>, <+n/2,zq1>, <+val1,zq2>, <-val1,zq2>, <-n/2,zq1>
            }
          rotate<0,0,90>
          translate<0,-pitch/2+yoffset*pitch/2,0>
          texture {pigment {rgbt 1}
       finish {reflection {0,1 fresnel} conserve_energy  }  }
       interior { ior 1 fade_distance 1000 fade_power 1000 }
       PhotonTarget(no, yes, yes, no)
          }

       object{
         prism {
           linear_sweep linear_spline
           -extent, // sweep the following shape from here ...
           extent, // ... up through here
            5,
            <-n/2,zq1>, <+n/2,zq1>, <+val1,zq2>, <-val1,zq2>, <-n/2,zq1>
            }
          rotate<0,0,90>
          translate<0,pitch+pitch/2+yoffset*pitch/2,0>
          texture {pigment {rgbt 1}
       finish {reflection {0,1 fresnel} conserve_energy  }  }
       interior { ior 1 fade_distance 1000 fade_power 1000 }
       PhotonTarget(no, yes, yes, no)
          }

       object{
         prism {
            linear_sweep linear_spline
            -extent, // sweep the following shape from here ...
            extent, // ... up through here
            5,
            <-n/2,zq1>, <+n/2,zq1>, <+val1,zq2>, <-val1,zq2>, <-n/2,zq1>
            }
          rotate<0,0,90>
          translate<0,-pitch-pitch/2+yoffset*pitch/2,0>
          texture {pigment {rgbt 1}
       finish {reflection {0,1 fresnel} conserve_energy  }  }
       interior { ior 1 fade_distance 1000 fade_power 1000 }
       PhotonTarget(no, yes, yes, no)
          }


    }



#declare bump =
object{
   box{<-b/2,-b/2,-b/2>,<b/2,b/2,b/2>}
   texture {pigment {rgb 1}}
   finish {reflection {1} }
   PhotonTarget(no, yes, no, no)
}


//object{movpelayer}
//object{etch1}
//object{etch2}



difference{
       object{movpelayer}
       object{etch1}
       cutaway_textures
}



object{bump translate <0+xoffset*pitch/2,0,b/2+bumpz>}
object{bump translate <+pitch+xoffset*pitch/2,0,b/2+bumpz>}
object{bump translate <-pitch+xoffset*pitch/2,0,b/2+bumpz>}

object{bump translate <0+xoffset*pitch/2,pitch,b/2+bumpz>}
object{bump translate <+pitch+xoffset*pitch/2,pitch,b/2+bumpz>}
object{bump translate <-pitch+xoffset*pitch/2,pitch,b/2+bumpz>}

object{bump translate <0+xoffset*pitch/2,-pitch,b/2+bumpz>}
object{bump translate <+pitch+xoffset*pitch/2,-pitch,b/2+bumpz>}
object{bump translate <-pitch+xoffset*pitch/2,-pitch,b/2+bumpz>}



plane{z,-0.1 clipped_by{box{<-100+xscan,-100,-0.11><-slit/2+xscan,100,-0.09>}}
  texture{
    pigment{rgbt 1}
    finish{ambient 0 diffuse 0}
  }
  interior_texture{
    pigment{rgb 1}
    finish{ambient 0 diffuse 0}
  }
  PhotonTarget(no, yes, yes, no)
}

plane{z,-0.1 clipped_by{box{<100+xscan,-100,-0.11><slit/2+xscan,100,-0.09>}}
  texture{
    pigment{rgbt 1}
    finish{ambient 0 diffuse 0}
  }
  interior_texture{
    pigment{rgb 1}
    finish{ambient 0 diffuse 0}
  }
  PhotonTarget(no, yes, yes, no)
}


/*
object{  //This is a reference object to see the size of things
 box{<-m/2,-m/2,-49.7>,<m/2,m/2,-49.8>}
 texture {pigment {rgb 1}}
 finish {emission 1 diffuse 0}
}

object{  //This is a reference object to see the size of things
 box{<-pitch/2,-pitch/2,-49.8>,<pitch/2,pitch/2,-49.9>}
 texture {pigment {rgb <.3,.1,.9>}}
 finish {emission 1 diffuse 0}
}
*/



disc
{
   <0,0,-50> <0,0,1> 50
   pigment{rgb 1}
   finish{diffuse 1.0}
}


clipka <ano### [at] anonymousorg> wrote:
> Am 12.07.2012 00:13, schrieb Crippso:
> >
> For a diagnosis of the issue, it would probably help a lot to see the
> corresponding scene code.


Post a reply to this message

From: clipka
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 11:22:56
Message: <50003d50$1@news.povray.org>
Am 12.07.2012 00:13, schrieb Crippso:

> One thing I have noticed that is strange in a scene I have created is
> absorption. If I shoot photons towards a box with ior = 3.2 that has a thinner
> box inside it with same ior but with exponential absorption (alpha) and
> thickness (t_box2) I get unexpected results. I use 'difference' to cut two
> 45degree angles through the two boxes, with the angled sides facing each other
> (resulting shape like a truncated pyramid). If I shoot photons so that they hit
> an angled side at a position in the midpoint of the absorbing box the photons
> are reflected towards the other 45degree face where they are again reflected and
> are sent back towards the light source (offset slightly but parallel).
>
>  From my results of this it looks like the reflected rays are not absorbed by the
> absorbing layer (the path length through the absorber for these photons should
> be long because the reflection is in the long dimension of this absorber, rather
> than through its smaller thickness).

Examining your problem, I did indeed find a bug in the handling of the 
interior fade feature (wrong interior being applied under certain 
circumstances), which I suspect to be relevant in your case. (I also 
found a flaw regarding total internal reflections, but so far I did not 
manage to come up with a situation where it would manifest as a bug, so 
that one can probably be ruled out.)

The interior fade bug is also present in POV-Ray 3.6.2, so I don't think 
it will be fixed in POV-Ray 3.7.0 release proper.

One possible workaround might be to use media instead.


Post a reply to this message

From: Crippso
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 11:45:00
Message: <web.5000421a58f7bdbc130037650@news.povray.org>
Thanks for looking in to this clipka,

can you explain a little more about how i could use media as a workaround?

also, is the bug regarding TIR easy to explain? I will be relying on TIR in my
scenes which will have different angles than those in the code I included in my
earlier message. If it might go wrong its useful to know before so I can keep an
eye out for problems

stu



clipka <ano### [at] anonymousorg> wrote:

>
> Examining your problem, I did indeed find a bug in the handling of the
> interior fade feature (wrong interior being applied under certain
> circumstances), which I suspect to be relevant in your case. (I also
> found a flaw regarding total internal reflections, but so far I did not
> manage to come up with a situation where it would manifest as a bug, so
> that one can probably be ruled out.)
>
> The interior fade bug is also present in POV-Ray 3.6.2, so I don't think
> it will be fixed in POV-Ray 3.7.0 release proper.
>
> One possible workaround might be to use media instead.


Post a reply to this message

From: Alain
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 11:54:36
Message: <500044bc@news.povray.org>

> Thanks for looking in to this clipka,
>
> can you explain a little more about how i could use media as a workaround?
>
> also, is the bug regarding TIR easy to explain? I will be relying on TIR in my
> scenes which will have different angles than those in the code I included in my
> earlier message. If it might go wrong its useful to know before so I can keep an
> eye out for problems
>
> stu
>
>
>
> clipka <ano### [at] anonymousorg> wrote:
>
>>
>> Examining your problem, I did indeed find a bug in the handling of the
>> interior fade feature (wrong interior being applied under certain
>> circumstances), which I suspect to be relevant in your case. (I also
>> found a flaw regarding total internal reflections, but so far I did not
>> manage to come up with a situation where it would manifest as a bug, so
>> that one can probably be ruled out.)
>>
>> The interior fade bug is also present in POV-Ray 3.6.2, so I don't think
>> it will be fixed in POV-Ray 3.7.0 release proper.
>>
>> One possible workaround might be to use media instead.
>
>
>
>
You add "hollow" to the object. This enable the object to contain a media.
Next, in the interior block, you add
media{absorbtion Colour}

If you want to let the red pass but absorb the green and blue, you need 
{absorbtion <0,1,1>}

If you also use fade_dolor Colour, use <1,1,1>-Colour for the media.



Alain


Post a reply to this message

From: Crippso
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 12:25:00
Message: <web.50004bb358f7bdbc130037650@news.povray.org>
I tried to use media but cant get it to work properly. Still when my xscan
paramter = 4 the reflection is too bright, it should be much weaker than when
xscan = 3. Here is how i modified the absorber object. The only other change I
made was to the photons global setting where i added "media 100". Am i doing
something wrong?

object{

box
{
   <-extent,-extent,t_st> <extent,extent,t_st+t_abs>
   hollow
   pigment{rgbt 1}
   finish
   {
     reflection{0,1 fresnel}
     conserve_energy
   }

   interior{ior cmt_ior fade_distance cmt_abs fade_power 1000
       media{
        absorption <1,1,1>
        intervals 3
        samples 1,1         }

   }

   PhotonTarget(no, yes, yes, yes)
}
}

Alain <kua### [at] videotronca> wrote:

> > Thanks for looking in to this clipka,
> >
> > can you explain a little more about how i could use media as a workaround?
> >
> > also, is the bug regarding TIR easy to explain? I will be relying on TIR in my
> > scenes which will have different angles than those in the code I included in my
> > earlier message. If it might go wrong its useful to know before so I can keep an
> > eye out for problems
> >
> > stu
> >
> >
> >
> > clipka <ano### [at] anonymousorg> wrote:
> >
> >>
> >> Examining your problem, I did indeed find a bug in the handling of the
> >> interior fade feature (wrong interior being applied under certain
> >> circumstances), which I suspect to be relevant in your case. (I also
> >> found a flaw regarding total internal reflections, but so far I did not
> >> manage to come up with a situation where it would manifest as a bug, so
> >> that one can probably be ruled out.)
> >>
> >> The interior fade bug is also present in POV-Ray 3.6.2, so I don't think
> >> it will be fixed in POV-Ray 3.7.0 release proper.
> >>
> >> One possible workaround might be to use media instead.
> >
> >
> >
> >
> You add "hollow" to the object. This enable the object to contain a media.
> Next, in the interior block, you add
> media{absorbtion Colour}
>
> If you want to let the red pass but absorb the green and blue, you need
> {absorbtion <0,1,1>}
>
> If you also use fade_dolor Colour, use <1,1,1>-Colour for the media.
>
>
>
> Alain


Post a reply to this message

From: clipka
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 14:33:32
Message: <500069fc$1@news.povray.org>
Am 13.07.2012 18:24, schrieb Crippso:
>
> I tried to use media but cant get it to work properly. Still when my xscan
> paramter = 4 the reflection is too bright, it should be much weaker than when
> xscan = 3. Here is how i modified the absorber object. The only other change I
> made was to the photons global setting where i added "media 100". Am i doing
> something wrong?

The "media" keyword in the global photons block is irrelevant for your 
case; it is intended for scattering media.


> object{

(BTW, while wrapping your "box" in an "object" statement doesn't hurt, 
it's totally unnecessary; you need "object" only when you have 
#declare'd an object and want to add it to the scene.)

> box
> {
>     <-extent,-extent,t_st> <extent,extent,t_st+t_abs>
>     hollow
>     pigment{rgbt 1}
>     finish
>     {
>       reflection{0,1 fresnel}
>       conserve_energy
>     }
>
>     interior{ior cmt_ior fade_distance cmt_abs fade_power 1000

Remove the "fade_distance" and "fade_power" statements; after all, 
you're trying to replace them with media.

>         media{
>          absorption <1,1,1>

You may need to increase absorption; note that its parameter is not 
limited to the range [0..1].

Theoretically, you should set:

     absorption = <1,1,1> / cmt_abs

to get the same results as you'd get with properly computed fade.

>          intervals 3
>          samples 1,1         }

Remove the "intervals" and "samples" statements; the default values 
should be perfectly fine for uniform media as in your case.

>
>     }
>
>     PhotonTarget(no, yes, yes, yes)
> }
> }


Post a reply to this message

From: Crippso
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 18:40:01
Message: <web.5000a30658f7bdbc130037650@news.povray.org>
I tried to include these changes but didn't get the right results.

if i put xscan=0, i have the simple case of photons travelling through the
absorber and reflected back through it, always in the z direction. Using your
media approach i dont seem to be able to change the brightness of the reflected
scene by changing cmt_abs paramter. I also noticed if i set cmt_abs = 0 there is
no error flagged up because of the divide by zero!

clipka <ano### [at] anonymousorg> wrote:
> Am 13.07.2012 18:24, schrieb Crippso:
> >
> > I tried to use media but cant get it to work properly. Still when my xscan
> > paramter = 4 the reflection is too bright, it should be much weaker than when
> > xscan = 3. Here is how i modified the absorber object. The only other change I
> > made was to the photons global setting where i added "media 100". Am i doing
> > something wrong?
>
> The "media" keyword in the global photons block is irrelevant for your
> case; it is intended for scattering media.
>
>
> > object{
>
> (BTW, while wrapping your "box" in an "object" statement doesn't hurt,
> it's totally unnecessary; you need "object" only when you have
> #declare'd an object and want to add it to the scene.)
>
> > box
> > {
> >     <-extent,-extent,t_st> <extent,extent,t_st+t_abs>
> >     hollow
> >     pigment{rgbt 1}
> >     finish
> >     {
> >       reflection{0,1 fresnel}
> >       conserve_energy
> >     }
> >
> >     interior{ior cmt_ior fade_distance cmt_abs fade_power 1000
>
> Remove the "fade_distance" and "fade_power" statements; after all,
> you're trying to replace them with media.
>
> >         media{
> >          absorption <1,1,1>
>
> You may need to increase absorption; note that its parameter is not
> limited to the range [0..1].
>
> Theoretically, you should set:
>
>      absorption = <1,1,1> / cmt_abs
>
> to get the same results as you'd get with properly computed fade.
>
> >          intervals 3
> >          samples 1,1         }
>
> Remove the "intervals" and "samples" statements; the default values
> should be perfectly fine for uniform media as in your case.
>
> >
> >     }
> >
> >     PhotonTarget(no, yes, yes, yes)
> > }
> > }


Post a reply to this message

From: Crippso
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 18:55:01
Message: <web.5000a6e858f7bdbc130037650@news.povray.org>
ah, it looks like i need to make other objects hollow too

"Crippso" <nomail@nomail> wrote:
> I tried to include these changes but didn't get the right results.
>
> if i put xscan=0, i have the simple case of photons travelling through the
> absorber and reflected back through it, always in the z direction. Using your
> media approach i dont seem to be able to change the brightness of the reflected
> scene by changing cmt_abs paramter. I also noticed if i set cmt_abs = 0 there is
> no error flagged up because of the divide by zero!
>
> clipka <ano### [at] anonymousorg> wrote:
> > Am 13.07.2012 18:24, schrieb Crippso:
> > >
> > > I tried to use media but cant get it to work properly. Still when my xscan
> > > paramter = 4 the reflection is too bright, it should be much weaker than when
> > > xscan = 3. Here is how i modified the absorber object. The only other change I
> > > made was to the photons global setting where i added "media 100". Am i doing
> > > something wrong?
> >
> > The "media" keyword in the global photons block is irrelevant for your
> > case; it is intended for scattering media.
> >
> >
> > > object{
> >
> > (BTW, while wrapping your "box" in an "object" statement doesn't hurt,
> > it's totally unnecessary; you need "object" only when you have
> > #declare'd an object and want to add it to the scene.)
> >
> > > box
> > > {
> > >     <-extent,-extent,t_st> <extent,extent,t_st+t_abs>
> > >     hollow
> > >     pigment{rgbt 1}
> > >     finish
> > >     {
> > >       reflection{0,1 fresnel}
> > >       conserve_energy
> > >     }
> > >
> > >     interior{ior cmt_ior fade_distance cmt_abs fade_power 1000
> >
> > Remove the "fade_distance" and "fade_power" statements; after all,
> > you're trying to replace them with media.
> >
> > >         media{
> > >          absorption <1,1,1>
> >
> > You may need to increase absorption; note that its parameter is not
> > limited to the range [0..1].
> >
> > Theoretically, you should set:
> >
> >      absorption = <1,1,1> / cmt_abs
> >
> > to get the same results as you'd get with properly computed fade.
> >
> > >          intervals 3
> > >          samples 1,1         }
> >
> > Remove the "intervals" and "samples" statements; the default values
> > should be perfectly fine for uniform media as in your case.
> >
> > >
> > >     }
> > >
> > >     PhotonTarget(no, yes, yes, yes)
> > > }
> > > }


Post a reply to this message

From: Alain
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 21:04:53
Message: <5000c5b5$1@news.povray.org>

>
> I tried to use media but cant get it to work properly. Still when my xscan
> paramter = 4 the reflection is too bright, it should be much weaker than when
> xscan = 3. Here is how i modified the absorber object. The only other change I
> made was to the photons global setting where i added "media 100". Am i doing
> something wrong?
>
> object{
>
> box
> {
>     <-extent,-extent,t_st> <extent,extent,t_st+t_abs>
>     hollow
>     pigment{rgbt 1}
>     finish
>     {
>       reflection{0,1 fresnel}
>       conserve_energy
>     }
>
>     interior{ior cmt_ior fade_distance cmt_abs fade_power 1000
>         media{
>          absorption <1,1,1>
>          intervals 3
With the default sampling method, intervals MUST stay at it's default of 
1. Changing it only make the render MUCH slower.
If you need more samples, increase the samples count.
>          samples 1,1         }
Also, with the default sampling method, samples should be at least 3 
defaulting to 10.
There is only a single samples value used, the second is always silently 
ignored.
>
>     }
>
>     PhotonTarget(no, yes, yes, yes)

This is a NOP statement. It set NOT a photons target, the default state. 
The refraction and reflection switches are only relevent IF the object 
is a target. Collect on is the default.
ANY reflective or refractive object that receive secondary photons WILL 
reflect or refract them.

> }
> }
>


Alain


Post a reply to this message

From: clipka
Subject: Re: Strange halo on reflections
Date: 13 Jul 2012 22:10:14
Message: <5000d506@news.povray.org>
Am 14.07.2012 03:05, schrieb Alain:

>>         media{
>>          absorption <1,1,1>
>>          intervals 3
> With the default sampling method, intervals MUST stay at it's default of

You make it sound like any non-default value would cause the computer to 
explode :-)

Then again, yes - it /does/ cause /rendering times/ to explode :-P


Post a reply to this message

<<< Previous 6 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.