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In this simulated
scene the light shining through the specular glass window is casting
caustic effects onto the diffuse surfaces in the room. Objects which
receive caustic effects must have be assigned a diffuse surface as
photon shaders on these objects store energy information in the form
of a photon map used in the rendering process. Objects in the scene
must be assigned photon shaders to reflect, transmit or store
photons.
Caustics are created when specular light is focused
onto diffuse surfaces. Materials which transmit photons such as the
glass window are mainly specular as diffuse surfaces spread the
light rather than focusing it. The glass required a Phong, Blinn, or
anisotropic surface shader as the caustic effects are created by
it's specularity. The diffuse component of the material was turned
off.
Photon shaders on objects with a diffuse or partially
diffuse surface will store energy information in the form of a
photon map which is used in the rendering process. The room surfaces
which recieve the caustics were assigned a diffuse material with the
specular highlight turned off in the material property editor.
Objects that cast, receive, or create caustics cannot be
black so the object’s diffuse color cannot be of RGB value (0.000,
0.000, 0.000). This is because totally black objects absorb photons
so caustic effects which are caused by reflection and trasnmittance
will not be produced.
Material Shaders on objects compute
the direct illumination as usual and add the indirect caustic
illumination by collecting nearby photons from the photon map and
adding their contribution.
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