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Alain <kua### [at] videotron ca> wrote:
> > Thomas de Groot <tho### [at] degroot org> wrote:
> >
> >>
> >> The uv_mapping gives an interesting effect. You can also achieve this
> >> with a gradient texture along the y-axis.
> >>
> >> --
> >> Thomas
> >
> > Thanks!
> >
> > Problem:
> > mesh2 glass vase
> >
>
> You should use spacing instead of count for your photons.
> That way, you set the density of the photons coverage and don't spread
> your photons between the various objects and light_source.
> Also, if one object seems to receive enough photons, but the other
> don't, you can use target float.
> The float value is to be used as a multiplicator for the spacing.
> target 0.5 will reduce the effective spacing for that object by half,
> for 4 times as many photons.
>
> If you want the photons to be reflected by the mirror, using target 2 or
> 3 will reduce the number of photons dirrected at the mirror. As it's a
> flat surface, it don't need as much coverage as the glasses.
>
>
>
> Alain
It is impossible.
One vase without glasses also incorrectly draws caustic.
I attach a scene.
You can adjust?
For me it will be a good example during the work on the exporter.
Thanks in advance!
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