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Le 2026-01-05 à 09:46, Kenneth a écrit :
> William F Pokorny <ano### [at] anonymous org> wrote:
>> On 1/2/26 20:44, Kenneth wrote:
>>>
>>> However: Given two (or more) 'target' objects in a scene, the photon behavior
>>> for each can be unexpectedly different, depending on whether 'count' vs.
>>> 'spacing' is used:
>>>
>>> A) With 'count':
>>> [snip]
>>>
>>> B) With 'spacing':
>>> [snip]
>
>>
>> Re: (A) Interesting & news to me. I thought the count applied
>> independently to each target. Thanks for digging into the behavior!
>>
>
> It was also a new discovery for me...as were Alain's comments when using
> *multiple* lights and photon targets. In most of my old photon scenes, I used
> 'count' out of simplicity-- totally unaware of its various 'if/then/else'
> results.
>
> I'm beginning to think that 'count' should be deprecated going forward(!), since
> 'spacing' easily produces **expected** results, especially with the useful
> numerical multiplier for a 'target'.
>
> -------------
> BTW (and a bit off-topic):
> Just out of curiosity, I tried adding the typical no_shadow and no_image flags
> to my photon 'target' object, to see what would happen...and either flag
> *eliminated* the caustics on my 'collector' object's surface (in both v3.7 and
> 3.8). That does not *seem* to be an expected result to me-- based on what those
> flags are usually supposed to do-- but I'm still trying to wrap my brain around
> the logic it. IF those flags are operating correctly in this case, are photons
> 'shadow-based' in some way? That is, should photon caustics be regarded as
> light/SHADOW effects?
>
> But what definitely seems strange is that adding no_shadow to my *collector*
> object eliminated the caustics too. My understanding of
> no_shadow is that it's only supposed to eliminate shadows that are cast *from*
> an object (my collector in this case) onto other objects.
>
> Whether or not this is the designed/expected behavior of the two flags when
> photons are used, the practical result is that those objects will exhibit
> unexpected absence-of-photon effects in a scene (given that 'collect ON' is the
> default for all objects when a global photons block is present). And the use of
> no_shadow and no_image for scene 'workarounds' will not work without eliminating
> the caustics as well.
>
>
>
>
Then, we must remember that shadowless lights never case photons.
From your test, it seems that disabling shadows also disable photons.
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