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<I have posted this message along with 2 sample images in p.b.i >
I've just started playing around with photons (using POV3.5 Windows)
I'm getting unexpected results when using cylinder lights and photons,
I have 3 cylinder lights (red, green and blue) pointing at a
reflective box, the light 'beams' stike the box at a 45 degree and and
reflect onto another (non-reflective) box.
I would expect to get 3 distinct light patches on the non-refective
box. Instead they seem to converge on one area.
If I replace the lights with spot lights, I get the results that I
would expect.
I'm not sure if this is a bug, or a booboo on my part.
Below is the scene text that I used
// begin scene code
global_settings
{
photons { spacing 0.005 }
}
// reflected lights
// when using spots, the results are what I expect,
// 3 distinct lit areas on the left
// when using cylinder, photons from all three
// lights accumulate at one area
#macro spot_or_cylinder()
// spotlight radius 1 falloff 1
cylinder radius 0.05 falloff 0.05
#end
light_source
{
<0.5, 0.25, -3>
color blue 1
spot_or_cylinder()
point_at <0.5, 0.25, 0>
photons { reflection on }
}
light_source
{
<0.5, 0.5, -3>
color green 1
spot_or_cylinder()
point_at <0.5, 0.5, 0>
photons { reflection on }
}
light_source
{
<0.5, 0.75, -3>
color red 1
spot_or_cylinder()
point_at <0.5, 0.75, 0>
photons { reflection on }
}
// reflecting box
box
{
0, 1
texture
{
pigment { color rgb 1 }
finish { reflection 0.5 }
}
rotate y*45
photons
{
target
reflection on
refraction off
collect off
}
}
// plain box
box
{
0, 1.5
texture
{
pigment { color rgb 1 }
}
rotate y*225
photons
{
reflection off
refraction off
collect on
}
}
camera { location <0,1,-3> look_at <0,0,0> }
light_source
{
<-3,4,-5> color rgb 1
photons { reflection off refraction off }
}
plane { y,0 texture { pigment { checker rgb 0, rgb 1 } } }
// end scene code
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