|Message: Re: Scintillation photons leaking through refelctive surface||Not Logged In (login)|
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so I found a solution which gets rid of the problem though I don't really understand why. I played a little with the material definitions, as this is where the scintillation is defined. Previously I defined my material of the scintillator outside of the scintillator detector construction via a private variable matGdLdPlScin. If I now define the material directly in the scintillator detector construction, those leaking scintillation photons are gone.
> > and then: > > * G4Track Information: Particle = opticalphoton, Track ID = 9509, Parent ID = 1 > 0 4.15 ns 11 um 108 um 3.7 cm 2.94 eV 0 eV 0 fm 0 fm foil_physic initStep > > We don't have enough precision (on the 3.7cm z-coordinate) to understand > why: > > 11 um 108 um 3.7 cm > > gives in one case plScin_physic and in the other foil_physic. > > The easiest is probably add a G4cout in SteppingAction on the > z-coordinate of the step with greater precision than 0.1cm.
It seems like it is exactly 37 mm.
> Yours is perhaps a geometry problem (but your geom-definition is correct > as far as I can tell). Do you have access to the G4 source. If so, you > can change in G4Scintillation.cc: > > aSecondaryTrack->SetTouchableHandle( > aStep.GetPreStepPoint()->GetTouchableHandle()); > > to > > aSecondaryTrack->SetTouchableHandle((G4VTouchable*)0); > > What happens? >
Unfortunately I don't have access to the G4 source. Sorry.
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