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This is correct. Thanks for answering it, Peter. Manually bounding can speed
things up a lot sometimes (especially when using difference & intersection).
-Nathan
Peter Popov wrote:
>
> Hi Ken.
>
> I think I can answer this one for you.
>
> >8.) Are there any object types that are excluded from working with
> > the photon patch, photon specific, properties ?
> > Of the different object types the patch seems to provide the least
> > functionality with are triangles and meshes, it works properly with
> > procedural primitives, and seems to really choke on CSG constructs
> > like a shape made out of intersecting planes. The last is one that
> > gave me the runaway photon counter mentioned above. A box trimmed
> > with an intersecting plane works well but if you use all planes to
> > form a refracting object it goes nuts and no parameter will change
> > the way it reacts. This is of course a one object, one time, situation
> > that I have not confirmed with other constructions or construction
> > CSG types.
>
> Photons are shot at an object's bounding box. POV is at a loss when
> trying to automatically bound an intersection of planes (or any other
> infinites) only. When you intersect a box with a plane, POV knows for
> sure that the resulting object will be bounded by the aforementioned
> box. The solution is to manually bound your CSG of planes. It will
> speed up the render, too.
>
> ---------
> Peter Popov
> ICQ: 15002700
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