i found a few threads on setting up caustics in yafray, yet have absolutely no luck with it! i set my photon light EXACTLY like the examples ive seen… and with the materials, i turned caustics on, the color things too, and tried numerous varitions on the attributes buttons… very numerous* i still CANNOT get caustics to show up!
it bugs me so…
my floor has caustics enable as well to receive them, and all objects have all the attributes i seen in examples… i dunno what im doing wrong here…
could someone maybe post a few pics for me, one of the settings for a glass object to emit caustics, one for the floor to recive caustics, and one of the photon light settings? or u could just write them all… i spent the past 4 hours turning on and off attributes for every object to see if somehting, anything would work… but nothing yet =\
am i doomed to render plain glass forever?
S68
(S68)
February 10, 2003, 12:49am
2
Mmmm…
here is the XML of http://www.selleri.org/Blender/buffer/yafra3.jpg
Hope this helps
Stefano
<!-- Exported with YaBlE.
For any comment or question refer to [email protected] -->
<scene>
<shader type = "generic" name = "Plane.mat">
<attributes>
<color r="0.213534" g="0.499248" b="1.000000" />
<hard value = "25.000000"/>
<min_refle value = "0.200000"/>
</attributes>
</shader>
<transform
m00 = "10.000000" m01 = "0.000000" m02 = "0.000000" m03 = "0.000000"
m10 = "0.000000" m11 = "10.000000" m12 = "0.000000" m13 = "0.000000"
m20 = "0.000000" m21 = "0.000000" m22 = "10.000000" m23 = "0.000000"
m30 = "0.000000" m31 = "0.000000" m32 = "0.000000" m33 = "1.000000"
>
<object name = "Plane" shader_name = "Plane.mat" >
<attributes>
</attributes>
<mesh autosmooth = "30.0" >
<include file = ".\Meshes\Plane.xml.gz" />
</mesh>
</object>
</transform>
<shader type = "generic" name = "Plane.001.mat">
<attributes>
<color r="0.100000" g="0.100000" b="0.100000" />
<specular r="1.000000" g="1.000000" b="1.000000" />
<reflected r="1.000000" g="1.000000" b="1.000000" />
<hard value = "3.000000"/>
<min_refle value = "0.100000"/>
</attributes>
</shader>
<transform
m00 = "0.300000" m01 = "0.000000" m02 = "0.000000" m03 = "0.000000"
m10 = "0.000000" m11 = "-0.000000" m12 = "-0.300000" m13 = "-0.000000"
m20 = "0.000000" m21 = "0.300000" m22 = "-0.000000" m23 = "4.204065"
m30 = "0.000000" m31 = "0.000000" m32 = "0.000000" m33 = "1.000000"
>
<object name = "Plane.001" shader_name = "Plane.001.mat" caus_IOR = "1.5000000" recv_rad = "on" emit_rad ="on" >
<attributes>
<caus_rcolor r = "1.000000" g = "1.000000" b = "1.000000"/>
</attributes>
<mesh autosmooth = "30.0" >
<include file = ".\Meshes\Plane.001.xml.gz" />
</mesh>
</object>
</transform>
<light type ="arealight" name="Light" power="400.000000" samples="64.000000" psamples="64.000000">
<d x = "-1.000000" y = "-11.333025" z = "16.751760" />
<c x = "-1.000000" y = "-12.802631" z = "15.395200" />
<b x = "1.000000" y = "-12.802631" z = "15.395200" />
<a x = "1.000000" y = "-11.333025" z = "16.751760" />
<color r="1.000000" g="1.000000" b="1.000000" />
</light>
<light type= "photonlight" name="PhotonCaustic" power ="1000.000000" photons ="10000000" depth ="5" search = "100" angle ="30.000000" fixedradius="0.08"
mode = "caustic" cluster ="0.0200000" >
<from x="0.000000" y="-12.000000" z="16.000000" />
<to x="0.000000" y="0.000000" z="3.000000" />
<color r="1.000000" g="1.000000" b="1.000000" />
</light>
<camera name="Camera" resx="640" resy="480" focal="1.093750" >
<from x="0.000000" y="-10.128851" z="10.000000" />
<to x="-0.000000" y="-9.362806" z="9.357213" />
<up x="0.000000" y="-9.486064" z="10.766045" />
</camera>
<background type="sunsky" name ="Here Comes The Sun!" turbidity ="4.000000" add_sun="off">
<from x="0.000000" y="-12.000000" z="16.000000"/>
</background>
<render camera_name = "Camera" samples = "16" tolerance = "0.060000"
raydepth = "5" bias = "0.300000" gamma = "1.000000" exposure = "0.000000" background_name="Here Comes The Sun!" >
<outfile value="myimage.tga"/>
</render>
</scene>
ahhhhh, i figured it out! how come everyone was saying to give the ground attributes to recieve caustics? bah… thanks s68! =D