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Caustics are created when
light which has been specularly reflected or refracted is focused
and dispersed indirectly iluminating a diffuse surface. Extra
information must be specified in the lighting property editor for
indirect illumination of caustics effects to occur in the scene.
Lights in the scene must be defined as photon emitters and
therefore energy values as well as colors can be adjusted. Light
energy is differnet in concept from the light color, it has a
physically based energy contribution to the scene and will be
conserved. Therefore all light emitted from the light source will
appear as illumination in the final rendered image.
Point,
spot and area lights are emitted in diverging directions and as in
reality the light energy falls off using the inverse square of the
distance. This is unlike usual light shader color which generally
falls off in a linear fashion. As this is the case high levels of
energy ranging into the thousands must be specified to illuminate
distant objects whilst light shader color parameters can range from
0 -1.
The positon and parameters of the of the light are
paramount in the creation of caustic effects. It is important that
emitted photons hit objects which can store them. A point light in
the scene that has only one small hidden photon absorber can cause
most photons to be lost and error messages will occur in the
rendering process.
With glass material fractions that are
reflected and transmitted depend on the angle of incidence. When a
beam strikes a glass surface at a glancing angle it is mainly
reflected when it is perpendicular o the surface most of it passes
through.With a transparent material such as glass there will be both
reflection and refraction of light depending on the relative angle
and position of both glazing and light. It is easier to view the
effects if the light's color and intensity are turned off and the
scene ambience set to black. The picture to the right was rendered
with only the caustics on and the scene ambience set to
black.
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