So,
first off, thanks alot guys!
In response to Daniel´s mail I must admit I had gotten the
conceptual approach for FG wrong, by expecting FG rays
to be emitted based on the intensity of a surfaces´ color.
In a way thinking of FG as a similar approach to GI/photons
emitted by light...
So, to cover one of the problems that come with the sampling
nature of FG, the filterattribute (for being set above 0) cuts in
to "mask out" the increasing splotchiness that comes with the
distance the FG ray travels. Or as Halfdan put it in another email:
"Welcome to the joys of probabilistic sampling and solid angles :)"
After doing numerous renderings I´d humbly say I don´t like the
brute force of the Filter effect and will most likely just keep it turned off.
The second bit, the effect of a compareably large surface getting
exponentially more wheight in the FG result is also graspable by
Daniel´s and Halfdan´s explanation, I may not like it as it isn´t
"real" but I guess I can´t expect a better (indirect) illumination
model any time soon, so I´ll hereby just politely ask (again)
for a photon emitting material shader for a futur XSI/mR version,
hoping that a "light" emission based on intensity may produce better results.
Until then, I´d like to thank you again, for both the calm explanation
and great insights, not to forget the lead to using a seperate Irradiance node,
here´s a scenefile for XSI 6.0 (_watch for lensshader) Modify freely at will:
http://www.hafenlola.com/downloads/ley_irr_gamma.zip
Cheers
tim
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