Can "stained-glass effect" be expected in pre-Beta v2.3 v6?

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vanlicht
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It is awesome to see emitters working and the stability in pre-beta 2.3 v5.
I am wondering, for the "stained-glass effect," in pre-Beta 2.3 v6 with the new algorithm integrated,
can I expect this to be achievable ?

What I meant "stained-glass effect" is that with sunlight system, going through a geometry with texture, and
with the light that carries the color information....exactly like what stained-glass effect seen in churches/ cathedrals.

Currently I tried setting the stained-glass geometry as the self-emitter (with texture as light source); while cranking up the value, the color information become desaturated and white, and thus not serving to achieve the described, desirable effect.
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radiance
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can you give us a photo or something ?

we have layers and glossy glass, you should be able to build something out of it, but i can't really imagine what you want to make...

Radiance
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Carl S.
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Sounds like he is talking about light passing through glass, just with a overly complicated explanation.
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http://www.littlebromley.org.uk/saint_m ... window.jpg

here is a little examples, it's a photo btw..
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radiance
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just make glass and give it a transmittance imagemap ?

Radiance
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vanlicht
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To be exact, these are the effects I am trying to acchieve:

http://www.flickr.com/photos/ac4lt/11199149/
http://www.jacobsen.no/anders/blog/arch ... rtres.html
htas.JPG
This is the desired effect. The light passes through Stained-glass, and fall on the character/ object.
htas_octst.JPG
This is the attempt, by setting glass geo (single plane) to Specular, and attach the image texture to "Transmission."
The image is the same one that eliminates the kid character in the first picture. Though, it doesn't achieve the desired effect.
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radiance
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this si due to sunlight not passing trough glass yet, you need to use an arealight outside,
maybe place a plane behind your window at a fair distance to make it more parallel.

Radiance
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vanlicht
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I tried using the area light instead of sunlight in Pathtracing mode. Still, Area light gives similar result to what sunlight does. In addition the render seems very inefficient this way at this moment.
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radiance
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vanlicht wrote:I tried using the area light instead of sunlight in Pathtracing mode. Still, Area light gives similar result to what sunlight does. In addition the render seems very inefficient this way at this moment.
yeah, that's one of those scenarios where pathtracing is'nt good for. you're rendering caustics.
the new render kernel in v6 will make this much easier.

Radiance
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