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Hi.
I've just started to play with photons and:
- I didn't manage to make my area lights produce photons without
specifying the "area_light" keyword in the photon definition of the light.
- When using photons with an area light, I need a huge amount of photons
(3.000.000) to get something smooth...
- I wanted to make a mirror: a refracting glass and a reflective surface
just behind...It doesn't work...I tried to add the ignore_photon and/or
pass_through (not sure of the keyword, don't have my scene here) and
there was no result...
Can someone explain those 3 points to me ?
thanks.
David Gemelli
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gemelli david <d.g### [at] xlstudiocom> wrote:
: Can someone explain those 3 points to me ?
Let me guess: Your area light is inside a shadowless object with no
photons_pass_through applied.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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I used an area light with photons in the angle dependent shader scene I
posted.
The source is in p.b.s-f so you can see how I did it. Just putting
photons { count 2000000 jitter 0.5 }
in the global settings,
photons { reflection on refraction on }
in the area light source and
photons { target refraction off reflection on ignore_photons }
in the mirror seemed to work ...
I used PoVMan for rendering mine - which MegaPoV variant are you using?
Mike Andrews.
gemelli david wrote:
>
> Hi.
>
> I've just started to play with photons and:
> - I didn't manage to make my area lights produce photons without
> specifying the "area_light" keyword in the photon definition of the light.
> - When using photons with an area light, I need a huge amount of photons
> (3.000.000) to get something smooth...
> - I wanted to make a mirror: a refracting glass and a reflective surface
> just behind...It doesn't work...I tried to add the ignore_photon and/or
> pass_through (not sure of the keyword, don't have my scene here) and
> there was no result...
>
> Can someone explain those 3 points to me ?
>
> thanks.
>
> David Gemelli
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