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Bug warning:
You may run into problems with photons in media. I just noticed a bug where
media is attenuated at the wrong time, so the last section of media might
not be calculated. Try to have an empty space between your media-containing
object and the surface that gets hit by photons to make sure things get
computed correctly. Photons on the surface of the media-contianing object
or on objects within the media may not get attenuated.
-Nathan
Nathan Kopp <Nat### [at] Kopp com> wrote...
> I've released another version of UVPov. Like previous versions, this
one's
> bound to have bugs (but hopefully nothing major) which will be fixed in
> subsequent releases. ;-)
>
> I've added a bunch of things, including:
> photons are attenuated by media
> sample methods 2 and 3 for media (you can still use sample method 1)
> (these are uniform & adaptive sampling)
> big changes to radiosity - should make radiosity scenes look better, but
> might take longer to render
> colored attenuation patch added
>
> Website:
> http://nathan.kopp.com/patched.htm
>
> (To prepare you for the next version, I just rendered a scene this morning
> of a dusty room (media), a clear sphere, and a spotlight, where you can
see
> the caustic from the sphere in the media! Still a ways to go, but so far,
> so good. Plus, render times and memory consupmtion aren't horrible.)
>
> -Nathan
>
>
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