Feature requests, bug reports and related discussion
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PureSpider
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by PureSpider » Mon Jun 09, 2008 11:11 pm
Why? What if we need to do it?
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Olis
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by Olis » Tue Jun 10, 2008 12:07 am
OnoSendai wrote:Don't partially intersect mesh lights with media, it's not allowed in Indigo

But it worked for me. At least it looks like it.
Your lights stand no chance against the Indigo sun!
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CTZn
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by CTZn » Tue Jun 10, 2008 2:00 am
PureSpider wrote:Why? What if we need to do it?
Then you can formulate a request
Cheers
PS: the way the cylinder is closed is ok as long as normals are set properly, like any other surface. In this case the resulting surface is forced to be planar (if the cut is straight) wich is good.
obsolete asset
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zsouthboy
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by zsouthboy » Tue Jun 10, 2008 3:13 am
PureSpider wrote:Why? What if we need to do it?
It doesn't exist in real life - model your scene like it really exists and you won't have a problem.
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PureSpider
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by PureSpider » Tue Jun 10, 2008 3:19 am
Um... how to realize a light bulb half in water then?
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zsouthboy
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by zsouthboy » Tue Jun 10, 2008 3:45 am
EDIT:
Ono's information makes sense. As long as it's in ONE medium, you're fine.
Last edited by
zsouthboy on Tue Jun 10, 2008 6:41 am, edited 1 time in total.
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OnoSendai

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by OnoSendai » Tue Jun 10, 2008 3:52 am
PureSpider wrote:Why? What if we need to do it?
The reason why is that Indigo needs to know what medium the ray starts in. This can be precomputed if the emitter lies only in one medium.
If you *need* to have the emittter in two media, you could split it into two.