All the objects in the scene need new materials. DGS materials will be used for the backdrop, reflector board, and room environment. Each of the objects in the scene also needs their own equivalent photon shader to control the Global Illumination and latter receive the caustics.
The Backdrop is a painted white wall. Acrylic based paint is usually a rough matte surface with most of the light reflected being diffuse. The backdrop material’s Diffuse Value is therefore set to 0.85, with Hue and Saturation set to 0.0 as it is a white wall. Glossy and Specular are set to 0.0 as the wall is being used to scatter the light.
The Reflector Board is being used to catch the bouncing light and used to illuminate the sphere like a large soft light. Its Diffuse is set to a Value of 1.0 and Glossy and Specular are set to 0.0.
The Room Environment absorbs most of the light. Diffuse is reduced to 0.1, and Glossy and Specular are set to 0. Some light is reflected so that a Photon Map can be generated and we avoid the annoying “no photons stored after emitting 10000 photons” warning. This warning results when photons travel into infinite space, or are completely absorbed by a material and their reflection is not caught at least once.
Both the Backdrop and Room Environment need a photon material. To assign the DGS_material_photon, scroll to the Custom Shaders section of each material and select the add texture button next to the Photon Shader field. From the Photonic Materials group, choose DGS_material_photon. Ensure that both the photon material and material settings match. Turn on Opaque in the Flag section for all the materials (except the diamond), as it will speed up render times.
Lastly, the diamond needs its equivalent photon material. In the Photon Shader field of the diamond material link a dielectric_material_photon shader. Ensure that both the material and photon material settings are the same.
The next step is to set-up the lights to emit photons. These photons will be used to create both the Global Illumination and later the Caustics. |