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From: Severi Salminen
Subject: Possibility to assign photons to certain material?
Date: 9 Feb 2004 18:32:52
Message: <402818a4$1@news.povray.org>
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Hi!
Is there a way to assign a (photon) TARGET keyword to a certain
material? I'd like to make everything that is made of glass a photon
target and now I have to specify TARGET individually to every glass
object. If it is not possible, it would certainly be a most welcome
feature - if feature wishes for the next relase can be made :-)
Severi S.
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sev### [at] NOT_THISsiba fi news:402818a4$1@news.povray.org
> Is there a way to assign a (photon) TARGET keyword to a certain
> material? I'd like to make everything that is made of glass a photon
> target and now I have to specify TARGET individually to every glass
> object. If it is not possible, it would certainly be a most welcome
> feature - if feature wishes for the next relase can be made :-)
Maybe use macro instead
#macro matGlass()
material { _matGlass }
photons { ... }
#end
object { xxx matGlass() }
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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From: Warp
Subject: Re: Possibility to assign photons to certain material?
Date: 9 Feb 2004 18:41:30
Message: <40281aaa@news.povray.org>
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Rafal 'Raf256' Maj <spa### [at] raf256 com> wrote:
> #macro matGlass()
> material { _matGlass }
> photons { ... }
> #end
> object { xxx matGlass() }
That's a good idea, but I wonder if the 'photons' block should
be a part of the 'material' block...
How would this look like?
material
{ texture { ... }
interior { ... }
photons { ... }
}
OTOH this would introduce the problem of a material which always is
a target for photons even when you don't want to. There should perhaps
be a way of turning it off for specific objects...
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 9 Feb 2004 18:42:54
Message: <40281afe$1@news.povray.org>
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Rafal 'Raf256' Maj wrote:
>>Is there a way to assign a (photon) TARGET keyword to a certain
>>material? I'd like to make everything that is made of glass a photon
>>target and now I have to specify TARGET individually to every glass
>>object. If it is not possible, it would certainly be a most welcome
>>feature - if feature wishes for the next relase can be made :-)
>
>
> Maybe use macro instead
>
> #macro matGlass()
> material { _matGlass }
> photons { ... }
> #end
>
> object { xxx matGlass() }
That is indeed a good suggestion, but it is hard to implement if you
want to change an allready existing material - lots of parentheses to add...
Ok, you can use the Replace tool in your favourite text editor, but
still... Adding photons to material description would be the easiest and
the most intuitive way.
Severi
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 9 Feb 2004 18:46:24
Message: <40281bd0$1@news.povray.org>
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Warp wrote:
> That's a good idea, but I wonder if the 'photons' block should
> be a part of the 'material' block...
>
> How would this look like?
>
> material
> { texture { ... }
> interior { ... }
> photons { ... }
> }
>
> OTOH this would introduce the problem of a material which always is
> a target for photons even when you don't want to. There should perhaps
> be a way of turning it off for specific objects...
An overriding "target off" keyword would solve that.
Severi
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Warp wrote:
>
> That's a good idea, but I wonder if the 'photons' block should
> be a part of the 'material' block...
>
> How would this look like?
>
> material
> { texture { ... }
> interior { ... }
> photons { ... }
> }
I don't think this would be a good idea, the way it is right now people
recognize that photons are shot at objects and not at materials. In
fact photon shooting does not care about the material at all.
For example you could get the idea that assigning a material like:
material {
texture {
boxed
texture_map {
[0.5 Tex_Diffuse]
[0.5 Tex_Reflective]
}
}
photons { target reflection on }
}
to the whole scene could be reasonable. This will lead to serious
trouble though when your scene contains large or infinite objects.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 10 Feb 2004 05:33:16
Message: <4028b36c$1@news.povray.org>
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Christoph Hormann wrote:
> Warp wrote:
>
>>
>> That's a good idea, but I wonder if the 'photons' block should
>> be a part of the 'material' block...
>
> I don't think this would be a good idea, the way it is right now people
> recognize that photons are shot at objects and not at materials. In
> fact photon shooting does not care about the material at all.
>
> For example you could get the idea that assigning a material like:
>
> material {
> texture {
> boxed
> texture_map {
> [0.5 Tex_Diffuse]
> [0.5 Tex_Reflective]
> }
> }
> photons { target reflection on }
> }
>
> to the whole scene could be reasonable. This will lead to serious
> trouble though when your scene contains large or infinite objects.
Of course, but I don't see the difference. You'll get equally big
troubles if you assign target keyword straight to an infinite object or
if you assign photon enabled material to the same object - no
difference. I don't think making materials capable of being targets
would make things any worse in that respect - you allways have to take
care of what you are doing.
The point is just to make it easier to link certain things together with
more freedom than now. Usually if someone has glass objects in a scene
it is most likely he wants them all to show photon caustics. Material
specific definition would be a nice way to do it. And, for example, if
there was an infinite glass plane, specifying (say) "target off" would
override the material photon definition.
Severi S.
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Severi Salminen wrote:
> [...]
>
> Of course, but I don't see the difference. You'll get equally big
> troubles if you assign target keyword straight to an infinite object or
> if you assign photon enabled material to the same object - no
> difference. I don't think making materials capable of being targets
> would make things any worse in that respect
But materials can't be targets, only objects can. The only way you can
implement this is to make every object somehow 'inherit' the photon
settings of its material. But this would not be obvious to the user so
it will just cause confusion in most cases.
> The point is just to make it easier to link certain things together with
> more freedom than now. Usually if someone has glass objects in a scene
> it is most likely he wants them all to show photon caustics.
Most likely not. For efficiency you will only use photons on those
objects where the caustics are visible in the scene. Glass objects out
of direct view that are only visible as reflections in other shapes for
example will probably not use photons.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 10 Feb 2004 06:19:03
Message: <4028be27$1@news.povray.org>
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Christoph Hormann wrote:
> Severi Salminen wrote:
>
>> [...]
> But materials can't be targets, only objects can. The only way you can
> implement this is to make every object somehow 'inherit' the photon
> settings of its material. But this would not be obvious to the user so
> it will just cause confusion in most cases.
Materials can't be targets, true, but materials are allways assigned to
certain objects, so yes, objects should inherit the photon settings. I
thought this is obvious as there simply can't be an occurence of
material without an object it is assigned to. And the whole point was to
let material specify if an object needs photons. That is logical - same
way as you might assign CAUSTICS keyword to certain material.
>> The point is just to make it easier to link certain things together
>> with more freedom than now. Usually if someone has glass objects in a
>> scene it is most likely he wants them all to show photon caustics.
>
> Most likely not. For efficiency you will only use photons on those
> objects where the caustics are visible in the scene. Glass objects out
> of direct view that are only visible as reflections in other shapes for
> example will probably not use photons.
Why not? If the object itself is visible via reflection, then the
caustics might also be. And if the object is not visible at all, then,
why it exists at all? And actually this doesn't even matter: there are
scenes that would benefit from material specific photons and there are
scenes that would not. I don't see why implementing it would make things
worse as you don't _have to_ use it allways - except that it needs to be
implemented ;) It would simply make POV-SDL more versatile. But maybe
POV-SDL will someday evolve to a form where this can be done easily.
PS. When the computers get faster, the caustics keyword will definitely
be replaced by photon mapping (or some other technique) and it can be
used in all objects. "Efficiency" is a very subjective word...
SeveriS
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From: Tim Nikias v2 0
Subject: Re: Possibility to assign photons to certain material?
Date: 10 Feb 2004 06:30:30
Message: <4028c0d6$1@news.povray.org>
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SNIP
> I don't see why implementing it would make things
> worse as you don't _have to_ use it allways - except that it needs to be
> implemented ;) It would simply make POV-SDL more versatile. But maybe
> POV-SDL will someday evolve to a form where this can be done easily.
SNIP
Just to comment on this lone part of the discussion: I don't think that
making assumptions for the User is versatile. It often leads to places where
the User has to guess/assume what the Programm is assuming and
counter-effect that. POV-Ray, to me, was always about scripting what you
need and want. If I want a special effect, like photons, I have to put it
there, especially since photons can cause a load of data which would slow
down rendering even if not in sight. I was always glad that POV-Ray "ships"
with the most basic default settings, and assumes nothing, so that I know
*exactly* what's happening, when I view the code.
Oh, and "efficiency" has nothing to do with speed of PC's. If you don't need
calculations for effect, don't do them. That's efficiency: save where
possible.
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Email: tim.nikias (@) nolights.de
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 10 Feb 2004 06:52:45
Message: <4028c60d$1@news.povray.org>
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Tim Nikias v2.0 wrote:
> SNIP
>
>>I don't see why implementing it would make things
>>worse as you don't _have to_ use it allways - except that it needs to be
>>implemented ;) It would simply make POV-SDL more versatile. But maybe
>>POV-SDL will someday evolve to a form where this can be done easily.
>
> SNIP
>
> Just to comment on this lone part of the discussion: I don't think that
> making assumptions for the User is versatile. It often leads to places where
> the User has to guess/assume what the Programm is assuming and
> counter-effect that. POV-Ray, to me, was always about scripting what you
> need and want. If I want a special effect, like photons, I have to put it
> there, especially since photons can cause a load of data which would slow
> down rendering even if not in sight. I was always glad that POV-Ray "ships"
> with the most basic default settings, and assumes nothing, so that I know
> *exactly* what's happening, when I view the code.
You are totally correct and I agree that the user should allways have
the control. BUT:
Basically photon mapping is an effect in the same way as caustics,
specular reflection, reflection etc. It uses different method and might
cause considerable slowdown even when not visible, but it is still an
effect and it can replace caustics, for example. And if caustics can be
included in material definition, then why not photons as well? I simply
don't understand why photons should be treated differently than the rest
of the "effects".
And: if you assign photons to a material, why wouldn't you know what is
happening? Why would you need to assume anything? If you assign that
material to an object, that object will be used as photon target. Simple.
There are worse examples of guessing/assuming: using radiosity you are
making every object emit light unless you alter the default ambient
value. So not all default values are intuitive :)
> Oh, and "efficiency" has nothing to do with speed of PC's. If you don't need
> calculations for effect, don't do them. That's efficiency: save where
> possible.
Yes, but photons, for example might contribute to the visible part of
the scene even when the object itself is not visible. So efficiency
would be to test if the object affects to visible part and save the
calculations if not. I have to admit I don't know exactly how photon
mapping in POV-Ray works so it might be doing this kind of checking
allready.
PS. I'm not trying to complain, I just proposed a feature that might be
of some use to some people. To me, atleast ;-)
Severi S.
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>>
>> But materials can't be targets, only objects can. The only way you
>> can implement this is to make every object somehow 'inherit' the
>> photon settings of its material. But this would not be obvious to the
>> user so it will just cause confusion in most cases.
>
>
> Materials can't be targets, true, but materials are allways assigned to
> certain objects, so yes, objects should inherit the photon settings. I
> thought this is obvious as there simply can't be an occurence of
> material without an object it is assigned to. And the whole point was to
> let material specify if an object needs photons. That is logical - same
> way as you might assign CAUSTICS keyword to certain material.
>
Just my thoughts on this. I think inheritance in this case is
a bad idea, especially if you combine it with 'target off'.
The properties of an object can then change with
the order in which the parts are added together.
Photons as a material property makes sense, but that would
probably mean a large rewrite of the code (if even possible).
Also it may break existing code.
Andrel
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 10 Feb 2004 17:02:16
Message: <402954e8$1@news.povray.org>
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> Just my thoughts on this. I think inheritance in this case is
> a bad idea, especially if you combine it with 'target off'.
> The properties of an object can then change with
> the order in which the parts are added together.
I didn't quite follow you. Can you give an example?
> Photons as a material property makes sense, but that would
> probably mean a large rewrite of the code (if even possible).
> Also it may break existing code.
You can be 99.99% sure that it will never be implemented in present POV-Ray.
I believe it will be rewritten sooner or later anyway.
Severi
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Severi Salminen wrote:
>>Just my thoughts on this. I think inheritance in this case is
>>a bad idea, especially if you combine it with 'target off'.
>>The properties of an object can then change with
>>the order in which the parts are added together.
>
>
> I didn't quite follow you. Can you give an example?
Well, if you have an object which is partly glass
and partly some opaque material and you add 'target off'
to the latter part. Will the resulting object collect photons
(because of the glass part that switches it on, and
it is inherited by the total object) or not because
of the 'target of' in the other part. Will always the
first declaration take precedence or the last (or
even a middle one).
>
>>Photons as a material property makes sense, but that would
>>probably mean a large rewrite of the code (if even possible).
>>Also it may break existing code.
>
>
> You can be 99.99% sure that it will never be implemented in present POV-Ray.
> I believe it will be rewritten sooner or later anyway.
>
may I add 0.01% percent to that? Without looking into the
code I do not want to bet if it ever will. As I said, I
feel that a material property may make more sense but
it would require a exhaustive search through and deep into
all the objects to see whether there is any photon active
material in it. If that is feasible depends on the
datastructures (I guess).
Andrel
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In article <pgp### [at] triton imagico de>,
Christoph Hormann <chr### [at] gmx de> wrote:
> But materials can't be targets, only objects can. The only way you can
> implement this is to make every object somehow 'inherit' the photon
> settings of its material. But this would not be obvious to the user so
> it will just cause confusion in most cases.
Why? It "inherits" the ior and media of its interior, the pigment of its
texture, etc. There's nothing about photons that ties them specifically
to the object, it doesn't own the photons. Making them an aspect of the
material makes perfect sense to me. Glass objects have caustics...it's
an aspect of glass, not of the objects.
> Most likely not. For efficiency you will only use photons on those
> objects where the caustics are visible in the scene. Glass objects out
> of direct view that are only visible as reflections in other shapes for
> example will probably not use photons.
Even if they are out of direct view, their photons may be in view
directly, or in reflections. And for the case where they really don't
contribute, provide a mechanism for turning them off.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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In article <402### [at] hotmail com>,
andrel <a_l### [at] hotmail com> wrote:
> > I didn't quite follow you. Can you give an example?
> Well, if you have an object which is partly glass
> and partly some opaque material and you add 'target off'
> to the latter part. Will the resulting object collect photons
> (because of the glass part that switches it on, and
> it is inherited by the total object) or not because
> of the 'target of' in the other part. Will always the
> first declaration take precedence or the last (or
> even a middle one).
The parts of the object that are glass will be photon targets. The parts
with the opaque material will not. You can't apply multiple materials to
a simple object, so there's no problem. (well, there may be a problem
with difference and intersection, but no more than there is now)
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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In article <402### [at] hotmail com>,
andrel <a_l### [at] hotmail com> wrote:
> Photons as a material property makes sense, but that would
> probably mean a large rewrite of the code (if even possible).
I highly doubt this. Actually, it would probably only require changes to
parse.cpp...
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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Ok, I seem to have misunderstood you somewhere.
I thought that because the photons are an object
thing now, you wanted to promote the photon setting
from any material in an object to the object itself.
Andrel
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 11 Feb 2004 04:47:42
Message: <4029fa3e$1@news.povray.org>
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"andrel" <a_l### [at] hotmail com> kirjoitti viestissä
news:402### [at] hotmail com...
> Ok, I seem to have misunderstood you somewhere.
> I thought that because the photons are an object
> thing now, you wanted to promote the photon setting
> from any material in an object to the object itself.
Oh, not at all. Sorry if I was unclear. If there was an object that is an
union of glass and wooden part, then the glass part should receive photons,
not everything. And if you, for any reason, don't want that glass part to
receive photons, then specify target off, or whatever. I just think it
should work just like caustics.
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Christopher James Huff wrote:
>
> Why? It "inherits" the ior and media of its interior, the pigment of its
> texture, etc. There's nothing about photons that ties them specifically
> to the object, it doesn't own the photons. Making them an aspect of the
> material makes perfect sense to me. Glass objects have caustics...it's
> an aspect of glass, not of the objects.
I'd suggest you (and everyone else who thinks photons are just like
(faked) caustics) to read up how they work before stating such
conclusions.
The idea behind making photon settings part of the material certainly is
to make it unnecessary for the user to think about which *objects* he
wants how many photons for. But since doing so will not actually change
anything in the way POV-Ray distributes the photons this will not result
in any actual improvement of the output quality or the render efficiency
- it would just create the illusion for the user that he does not need
to care about which objects should have photons.
What would really be interesting is a way for POV-Ray to automatically
calculate the target values for the objects that receive photons based
on their importance for the render result. There have been various
attempts for importance based photon distributions, a good introduction
can (although focussed on global photons) be found in:
http://graphics.uni-ulm.de/Importance.pdf
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
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> Oh, not at all. Sorry if I was unclear. If there was an object that is an
> union of glass and wooden part, then the glass part should receive photons,
> not everything. And if you, for any reason, don't want that glass part to
> receive photons, then specify target off, or whatever. I just think it
> should work just like caustics.
I think I understood what you wanted to achieve.
I had a problem with the way I thought it was supposed to
be realized. It is all clear to me now (I am a valid
target for photons again). Thanx,
Andrel
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In article <vib### [at] triton imagico de>,
Christoph Hormann <chr### [at] gmx de> wrote:
> I'd suggest you (and everyone else who thinks photons are just like
> (faked) caustics) to read up how they work before stating such
> conclusions.
Completely irrelevant, and somewhat insulting. I understand how photons
work. Yes, they are computed differently than faked caustics, that
doesn't matter one bit. If transparency, reflection, and refraction are
material attributes, it only makes sense for photons to be so as well.
> The idea behind making photon settings part of the material certainly is
> to make it unnecessary for the user to think about which *objects* he
> wants how many photons for. But since doing so will not actually change
> anything in the way POV-Ray distributes the photons this will not result
> in any actual improvement of the output quality or the render efficiency
> - it would just create the illusion for the user that he does not need
> to care about which objects should have photons.
The point is to make it more convenient to write scenes. The fact that
it won't improve efficiency or quality is entirely aside from the
point...it isn't intended to do so in the first place.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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Christopher James Huff wrote:
>
>>I'd suggest you (and everyone else who thinks photons are just like
>>(faked) caustics) to read up how they work before stating such
>>conclusions.
>
>
> Completely irrelevant, and somewhat insulting. I understand how photons
> work. [...]
Since you wrote:
> There's nothing about photons that ties them specifically
> to the object, it doesn't own the photons.
I had serious doubts about this...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
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From: Severi Salminen
Subject: Re: Possibility to assign photons to certain material?
Date: 11 Feb 2004 09:41:15
Message: <402a3f0b@news.povray.org>
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In addition to what Christopher said...
Christoph Hormann wrote:
> I'd suggest you (and everyone else who thinks photons are just like
> (faked) caustics) to read up how they work before stating such conclusions.
I think I know how photons work and yes, the aim is to produce (in case
of refractive photons) more accurate caustics. I never claimed that
"photons are just like (faked) caustics". But the goal is very similar
in many cases.
> The idea behind making photon settings part of the material certainly is
> to make it unnecessary for the user to think about which *objects* he
> wants how many photons for. But since doing so will not actually change
> anything in the way POV-Ray distributes the photons this will not result
> in any actual improvement of the output quality or the render efficiency
> - it would just create the illusion for the user that he does not need
> to care about which objects should have photons.
I'm starting to repeat myself, but here goes:
1. The suggestion was to make it easier to alter material
characteristics. The _result_ of using photons is a material property:
more realistic caustics and light reflections. Only the calculation
method differs greatly from other properties and non-visible objects
have an impact on total render time. I don't understand why this can be
a reason to make the usage of photons more cumbersome than other
material properties. Of course there should allways be ways to control
the amount of time/memory consumed for this calculation.
2. The quality actually might improve as user might omit the usage of
photons on an object that is not visible whereas reflected of refracted
photons might still be visible in the field of view - even via
reflections. The possibility of this happening might be reduced if
photons were a material property. (And there is no point putting objects
into scene which don't affect the output in any way...)
3. Why should POV-SDL have "baby-sitting" (no offense meant) features? I
allways considered it to be quite powerful tool and it is up to user to
understand what he is doing. It would have been equally odd, if (say, 10
years ago) you would have been forced to specify refraction for each
objects individually without having the possibility to inculde it to
texture declaration: "They take very long to render and you must
consider every object very carefully..." There are documents that
explaine the usage of various features and I think users can judge
themselves how to use them.
> What would really be interesting is a way for POV-Ray to automatically
> calculate the target values for the objects that receive photons based
> on their importance for the render result. There have been various
> attempts for importance based photon distributions, a good introduction
> can (although focussed on global photons) be found in:
That would indeed be a good thing. Has any attempts made to implement
such a thing in Pov-RAY?
Severi
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