|
|
Hi,
Firstly, thank you Nathan, thankyouthankyouthankyou! An amazing patch, the
aplications of which has no limits, as demonstrated by the recent flurry of
photon map testing scenes.
Spider recently posted a photon map testing image that had reflective
coloured cylinders casting coloured reflections. I am working on a scene to
test reflective caustics too, but I have hit a problem. The scene consists
of coloured, reflective, faceted crystals (they are meshes composed of
triangles and smooth triangles). Here is an example of the red reflective
texture I am using:
#declare Mirrormetal_Red =
material // Mirrormetal Red
texture
pigment
{
color rgb <1.0, 0.0, 0.0>
}
finish
{
ambient 0.0
diffuse 0.079133
phong 1.0
phong_size 60.263333
metallic 1.0
reflection 0.8
}
}
}
The photon settings I am using are:
(Global Settings)
photons
gather 20, 100
radius 0.1, 1 //[, <step size>]
//[jitter <jitter amount>]
//[autostop <angle>]
}
(Object Settings)
photons {density .02
reflection on
ignore_photons
//photons_pass_through
}
However, when I render the scene, the reflective caustics I get aren't
coloured, they are just plain white (I am using a white light to illuminate
the scene). What am I doing whong?
Thanks,
Equiprawn
Post a reply to this message
|
|