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In order to compute volume caustics and global illumination in participating media, the media need volume photon shaders. A volume photon shader will usually have the same name as the corresponding volume shader, but with " _photon" appended. Details on photon tracing in volumes can be found in the mental ray manual.
parti_volume_photon is the volume photon shader that matches parti_volume. It has the same parameters.
color "parti_volume_photon" ( integer "mode", color "scatter", scalar "extinction", scalar "r", scalar "g1", scalar "g2", scalar "height", scalar "nonuniform", scalar "min_step_len", scalar "max_step_len", scalar "light_dist", integer "min_level", boolean "no_globil_where_direct", array light "lights")
All other parameters, especially extinction, need to be identical to the parameters of parti_volume, this to preserve consistency in the algorithm.
Material Shader: transmat
This is a material shader for a helper surface of a participating medium. It simply traces a ray further in the direction it came from. Helper objects are used to enclose volume effects such as participating media implemented as volume shaders, without being visible themselves.
color "transmat" ()
There are no parameters.
transmat_photon is the material photon shader that matches transmat. It has the same parameters. It simply traces a photon further in the direction it came from.
color "transmat_photon" ()
There are no parameters.
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