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  • <p>With <code>photons</code> it is possible to render true reflective and refractive caustics. Th <p>Photon mapping works by shooting packets of light (photons) from light
    27 KB (4,555 words) - 18:30, 16 December 2016
  • :::1.3.7.7 [[Documentation:Tutorial Section 3.7#Media and photons|Media and photons]] ...9.4 [[Documentation:Tutorial Section 3.8#Do Not Use Jitter Or Crand|Do Not Use Jitter Or Crand]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • <p>One solution for this is to use both types of medias inside the same object. ====Media and photons====
    59 KB (8,732 words) - 14:31, 9 June 2021
  • * Global Illumination: Radiosity (Indirect Lighting) ; Photons caustics (reflect/refract); meshlights ...{{Submenu|<u>P</u>references}} to the location of the engine you choose to use and you're good to go.
    42 KB (6,180 words) - 17:11, 5 August 2020
  • light. Earlier versions of POV-Ray required you to use the <code> specified in the pigment statement or to use the <code>[[Reference:Interior|:fade_power, interior|fade_power]]</code>
    23 KB (3,669 words) - 14:11, 16 November 2021
  • *[[HowTo:Use radiosity | How to: Simulate real-world ambient light]] *[[HowTo:Use photons | How to: Simulate real-world optical effects]]
    6 KB (903 words) - 18:58, 15 August 2023
  • which explains step by step how to use the different features of POV-Ray.</li> <li>Easy to use scene description language.</li>
    38 KB (5,895 words) - 20:53, 2 July 2021
  • If you want those surfaces to be removed you will have to use the <code> ...ect">photons</linkto>--->[[Reference:Photons#Shooting Photons at an Object|photons]] are shot
    3 KB (419 words) - 18:58, 16 December 2016
  • If you have a question regarding commercial use or distribution of Please do not email us directly for technical support - use the below-mentioned forums. We generally do not answer emails requesting
    52 KB (8,130 words) - 15:31, 9 June 2021
  • ...ctions which follows, we explain how to place and orient the camera by the use of these four vectors and the <code>sky</code> and <code>look_at</code> mod is possible to use the <code>direction</code> vector to determine the viewing
    50 KB (8,005 words) - 20:51, 2 July 2021
  • ...part of a <code>texture</code> specification. However it can be tedious to use a <code>texture</code> statement just to add a highlights or other lighting ...}} in version 3.8 expands <code>fresnel</code> angle-dependent attenuation use to now include the <code>ambient</code>, <code>diffuse</code>, <code>emissi
    36 KB (5,741 words) - 20:55, 2 July 2021
  • <p>The same 40 blocks with <code>+RS8</code> would in fact use <code>+RS7</code> instead. As would a <code>+RS2</code> in fact be reduced Settings below 8 do not use reflection or refraction. The duplicate values
    35 KB (5,804 words) - 13:21, 27 July 2020
  • ::* [[Documentation:Tutorial Section 3.7#Media and photons|Media and photons]] ::* [[Documentation:Tutorial Section 3.8#Do Not Use Jitter Or Crand|Do Not Use Jitter Or Crand]]
    22 KB (2,482 words) - 09:59, 26 June 2017
  • <p>A possible use could be switching off radiosity or photons from command-line:</p> scene file. You can for example use this option to always include a specific
    4 KB (576 words) - 00:07, 1 October 2018