The following attributes are deprecated. A more user friendly method for the functions below will be available soon.

 Photon Color 

This attribute defines how the photons will receive their color and opacity. The available choices are:

 `Primitive Color & Opacity' 

The photons get their color from Cs and their opacity from Os. It is possible to define these two attributes using the "Color" and "Opacity" attributes, respectively (see [Color], page 19 and [Opacity], page 19). This value should be preferred as it is faster to compute. 

Shader' 

The photons get their color and opacity from the attached surface shader. This is the default.

Photon Estimator

The number of photons that shading operations relying on photons will use. The default number of photons is 50.

Shading Model 

This attribute determines how the attached objects surfaces will interact with photons. Note that for photons to interact with surfaces you have to make them visible to photons (they are by default) in the visibility attribute (see Visibility). The available shading models are summarized in the table below.

ValueDescription
TransparentThere will be no interactions with photons. This is the default.
Matte

Generates a diffuse reflection and is fine for color bleeding effects.

Chrome

Reflects all photons like a mirror. It also generate caustics

GlassThis value will partly reflect photons, partly refract them. It also generate caustics.
WaterSimilar to `Glass' but has the refraction index of water.
For the Chrome and Matte models, reflected photons are colored by the Color attribute (see General). For the Glass and Water models, only transmitted photons are colored.
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