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> I had a try at rendering the image based on your source (with numerous
> changes, including converting to the left handed sytem from moray's
> right-handed one). For the lightsource I used an array of point lights
> (12x12) rather than an area light, as I couldn't get smooth photons with
an
> area light. I also changed the materials to use fresnel reflection. One
of
> the most important changes here is the change in the colour definitions
for
> the walls. As you can see, the caustics appear white now where they are
> oversaturated. As Nathan pointed out, you need to have non-zero
components
> (even if minimal) in all three colours:
> Red = rgb <0.88039, 0.10196, 0.10980>
> Blue = rgb <0.18039, 0.23922, 0.87843>
>
> I found an article relating to light and colour a while ago that had
stated
> something to the fact that in real-life, pure R G or B colours don't
exist,
> they are only theoretical (or something like that, I don't have the link
> anymore at present, but I'm sure it would be easy to find this information
> somewhere again)
>
> Render time 15h 43m 16s
> Oddly enough, with the method I used the photons took virtually no time to
> parse (<1s) yet they look very resonable.
>
> -tgq
Wow, there's an improvement! It looks very good, can you share your source?
-Paragon
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