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thanks guys, that was very helpful. I have taken on board your points and now
have a structure that avoids coincident interfaces by overlapping layers. I dont
need to start in air but I do need to end in it. I get around that problem by
adding strong absorption to a final air layer which stops the unwanted final
reflection.
My code is below and I think it is giving me reasonable results. However it is a
bit 'noisy'. Any ideas which settings could improve the uniformity of my result?
#default {finish {ambient 0 diffuse 0}}
global_settings
{
assumed_gamma 1
photons{count 9000000 max_trace_level 15 adc_bailout 0}
}
#macro PhotonTarget(Reflect, Refract, IgnorePhotons)
photons {
target
reflection Reflect
refraction Refract
#if(IgnorePhotons) collect off #end
}
#end
camera
{
orthographic
location <0,0,1>
look_at <0,0,-1>
angle 90
}
light_source{<0,0,2.5>, 1 cylinder radius 10 falloff 10 tightness 0 point_at
<0,0,4> parallel}
object{
box
{
<-100,-100,-2> <100,100,50>
pigment{rgbt 1}
finish
{
reflection{0,1 fresnel}
conserve_energy
}
interior{ior 3.2 fade_distance 1000 fade_power 1000}
PhotonTarget(yes, yes, no)
}
}
object{
box
{
<-100,-100,8> <100,100,10.5>
pigment{rgbt 1}
finish
{
reflection{0,1 fresnel}
conserve_energy
}
interior{ior 3.2 fade_distance 25 fade_power 1000}
PhotonTarget(yes, yes, no)
}
}
object{
box
{
<-100,-100,13> <100,100,14.5>
pigment{rgbt 1}
finish
{
reflection{0,1 fresnel}
conserve_energy
}
interior{ior 2.68 fade_distance 1000 fade_power 1000}
PhotonTarget(yes, yes, no)
}
}
object{
box
{
<-100,-100,14> <100,100,15>
pigment{rgbt 1}
finish
{
reflection{0,1 fresnel}
conserve_energy
}
interior{ior 1 fade_distance .01000 fade_power 1000}
PhotonTarget(yes, yes, no)
}
}
disc
{
<0,0,-1> <0,0,1> 100
pigment{rgb 1}
finish{diffuse 1.0}
}
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