I played a bit with shadingmodels in an interior scene. See my test-images at www.demoscene.hu/~aron/phototests.zip
Basically I changed the shadingmodel of the window-glass polygons:
- matte: no photons inside -> seems OK
- glass, water: some photons inside -> seems OK
- transparent: no photons inside -> bug?
My other question: why are the photon-maps this coarse inside, while using the same no of photon for an outside scene I got much more "dense" photonmaps? The only difference, that the interior scenes are closed geometries, only the window polygons have the photon-model shown above.
Aron
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The "occlusion" function does not execute the surface shaders and does not check the surface opacity either where the rays hit. I can check for opacity if it is what PrMan does.
Thanks
Okan
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> Attribute "photon" "shadingmodel" "transparent"
This is exactly what I did, but it seems photons can go through those polygons...
The photon-maps are all-black, and if I use a single occlusion(), I get a completely black image.
That's why I wrote above:
> - transparent: no photons inside -> bug?
Aron
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Hi All!
I played a bit with shadingmodels in an interior scene. See my test-images at www.demoscene.hu/~aron/phototests.zip
Basically I changed the shadingmodel of the window-glass polygons:
- matte: no photons inside -> seems OK
- glass, water: some photons inside -> seems OK
- transparent: no photons inside -> bug?
My other question: why are the photon-maps this coarse inside, while using the same no of photon for an outside scene I got much more "dense" photonmaps? The only difference, that the interior scenes are closed geometries, only the window polygons have the photon-model shown above.
Aron
Sorry, a type-o again, the correct URL is: http://www.demoscene.hu/~aron/photontests.zip
I'm not sure if it's related here, but using occlusion() I got almost completely black ambient occlusion for an inside scene:
www.demoscene.hu/~aron/!Interior-occ_100K.png
The funny is that outside, the eaves looks correct.
Hi Aron,
The "occlusion" function does not execute the surface shaders and does not check the surface opacity either where the rays hit. I can check for opacity if it is what PrMan does.
Thanks
Okan
Hi Aron,
While tracing the photons, the surface opacity is not checked. If you want a surface to be transparent to the photons, you need to mark them as
Attribute "photon" "shadingmodel" "transparent"
Okan
> Attribute "photon" "shadingmodel" "transparent"
This is exactly what I did, but it seems photons can go through those polygons...
The photon-maps are all-black, and if I use a single occlusion(), I get a completely black image.
That's why I wrote above:
> - transparent: no photons inside -> bug?
Aron
Sorry, my previous makes no sense at all, what I wanted to write is:
> This is exactly what I did, but it seems photons can NOT go through those polygons...
Sorry.
Aron