I've done some searches over this forum, and MAN there is a lot of knowledge to put together!
First of all, some pictures of what I've been doing:

This is a simple model I used, adapted from the icosahedral sphere in Blender. It is within a cube
with a couple of meshlamps in there.

This is a more complicated model with 80 facets underneath. I made the basic model with CAD software
in order to get the angles correct-- I wanted to go for the 'Eulitz Brilliant' as per here:
http://en.wikipedia.org/wiki/Diamond_cut#Proportions
However, it seems that all that was for naught when I tried to cut facets. Well,anyway, I have some
half-decent model...
Now, all I know is that everything I'm doing looks terrible:

I need to know what I did wrong. Here's what I did:
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<scene>
<renderer_settings>
<width>640</width>
<height>480</height>
<metropolis>true</metropolis>
<max_num_consec_rejections>10000</max_num_consec_rejections>
<bidirectional>false</bidirectional>
<logging>false</logging>
<save_untonemapped_exr>false</save_untonemapped_exr>
<save_tonemapped_exr>false</save_tonemapped_exr>
<halt_time>-1</halt_time>
<image_save_period>20</image_save_period>
<num_threads>2</num_threads>
</renderer_settings>
<tonemapping>
<reinhard>
<pre_scale>8.000000</pre_scale>
<post_scale>1.000000</post_scale>
<burn>16.000</burn>
</reinhard>
</tonemapping>
<material>
<name>Default</name>
<diffuse>
<colour>1 1 1</colour>
</diffuse>
</material>
<material>
<name>Black</name>
<phong>
<diffuse>0 0 0</diffuse>
<ior>1.5</ior>
<exponent>100000</exponent>
</phong>
</material>
<camera>
<pos>2.280879 -2.370052 1.591098</pos>
<up>-0.291797 0.286896 0.912439</up>
<forwards>-0.666947 0.622751 -0.409099</forwards>
<aperture_radius>0.002000</aperture_radius>
<focus_distance>2.000000</focus_distance>
<aspect_ratio>1.33333</aspect_ratio>
<sensor_width>0.035000</sensor_width>
<lens_sensor_dist>0.038281</lens_sensor_dist>
<white_balance>E</white_balance>
<autofocus/><!--
<bloom>
<weight>0.100</weight>
<radius>0.050</radius>
</bloom>-->
</camera>
<!-- Diamond Material -->
<medium>
<name>Diamond</name>
<basic>
<ior>2.42</ior>
<cauchy_b_coeff>0.014</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<rgb>
<rgb>0 0 0</rgb>
</rgb>
</absorption_coefficient_spectrum>
<!-- <subsurface_scattering>
<scattering_coefficient_spectrum>
<uniform>
<value>1000</value>
</uniform>
</scattering_coefficient_spectrum>
<phase_function>
<henyey_greenstein>
<g_spectrum>
<uniform>
<value>0.8</value>
</uniform>
</g_spectrum>
</henyey_greenstein>
</phase_function>
</subsurface_scattering>-->
</basic>
<precedence>20</precedence>
</medium>
<material>
<name>Diamond</name>
<specular>
<transparent>true</transparent>
<internal_medium_name>Diamond</internal_medium_name>
</specular>
</material>
<!-- Plane.002 -->
<mesh>
<name>Plane.003</name>
<normal_smoothing>false</normal_smoothing>
<embedded>
<expose_uv_set>
<index>0</index>
<name>uv</name>
</expose_uv_set>
<vertex pos="1.090066 1.923561 -3.418558" normal="0.153743 0.905313
-0.395943" />
<vertex pos="-0.881702 2.258414 -3.418557" normal="0.153743 0.905313
-0.395943" />
<vertex pos="-0.749119 3.039122 -1.582007" normal="0.153743 0.905313
-0.395943" />
<vertex pos="1.222651 2.704269 -1.582008" normal="0.153743 0.905313
-0.395943" />
<triangle_set>
<material_name>Default</material_name>
<tri>0 1 2</tri>
<tri>2 3 0</tri>
</triangle_set>
</embedded>
</mesh>
<meshlight>
<pos>3.342344 -2.738925 4.045165</pos>
<scale>1</scale>
<rotation>
<matrix>
-0.764678 4.86518e-008 -0.644413 -0.644413 -5.77316e-008 0.764678 0
1 7.54979e-008
</matrix>
</rotation>
<spectrum>
<blackbody>
<temperature>6500</temperature>
<gain>1</gain>
</blackbody>
</spectrum>
<mesh_name>Plane.003</mesh_name>
<efficacy_scale>
<power_drawn>40</power_drawn>
<overall_luminous_efficacy>20</overall_luminous_efficacy>
</efficacy_scale>
</meshlight>
<!-- Plane.001 -->
<mesh>
<name>Plane.002</name>
<normal_smoothing>false</normal_smoothing>
<embedded>
<expose_uv_set>
<index>0</index>
<name>uv</name>
</expose_uv_set>
<vertex pos="1.090066 1.923561 -3.418558" normal="0.153743 0.905313
-0.395943" />
<vertex pos="-0.881702 2.258414 -3.418557" normal="0.153743 0.905313
-0.395943" />
<vertex pos="-0.749119 3.039122 -1.582007" normal="0.153743 0.905313
-0.395943" />
<vertex pos="1.222651 2.704269 -1.582008" normal="0.153743 0.905313
-0.395943" />
<triangle_set>
<material_name>Default</material_name>
<tri>0 1 2</tri>
<tri>2 3 0</tri>
</triangle_set>
</embedded>
</mesh>
<meshlight>
<pos>-3.531893 -4.215931 3.215071</pos>
<scale>1</scale>
<rotation>
<matrix>
0.752564 -0.658519 9.17658e-008 -0.555563 -0.634905 -0.536885
0.353549 0.40404 -0.843656
</matrix>
</rotation>
<spectrum>
<blackbody>
<temperature>5500</temperature>
<gain>1</gain>
</blackbody>
</spectrum>
<mesh_name>Plane.002</mesh_name>
<efficacy_scale>
<power_drawn>35</power_drawn>
<overall_luminous_efficacy>20</overall_luminous_efficacy>
</efficacy_scale>
</meshlight>
<!-- Plane -->
<mesh>
<name>Plane.001</name>
<normal_smoothing>false</normal_smoothing>
<embedded>
<expose_uv_set>
<index>0</index>
<name>uv</name>
</expose_uv_set>
<vertex pos="1.090066 1.923561 -3.418558" normal="0.153743 0.905313
-0.395943" />
<vertex pos="-0.881702 2.258414 -3.418557" normal="0.153743 0.905313
-0.395943" />
<vertex pos="-0.749119 3.039122 -1.582007" normal="0.153743 0.905313
-0.395943" />
<vertex pos="1.222651 2.704269 -1.582008" normal="0.153743 0.905313
-0.395943" />
<triangle_set>
<material_name>Default</material_name>
<tri>0 1 2</tri>
<tri>2 3 0</tri>
</triangle_set>
</embedded>
</mesh>
<meshlight>
<pos>4.476289 2.454823 4.045165</pos>
<scale>1</scale>
<rotation>
<matrix>
1 0 0 0 7.54979e-008 -1 0 1 7.54979e-008
</matrix>
</rotation>
<spectrum>
<blackbody>
<temperature>3500</temperature>
<gain>1</gain>
</blackbody>
</spectrum>
<mesh_name>Plane.001</mesh_name>
<efficacy_scale>
<power_drawn>50</power_drawn>
<overall_luminous_efficacy>20</overall_luminous_efficacy>
</efficacy_scale>
</meshlight>
and then I have the cube and the diamond, which are too long to put into here.