Hi Emil3d.
That’s a nice test setup to understand how the photon bounding box works.
The min and max values... Each of those numbers define a plane in a 3d coordinate system, giving us 6 planes in total. Each of these planes contain one face of our bounding box. So those values are not sizes, but coordinates that determine the bbox. The dimensions of the box can be calculated by maxCoordinate - minCoordinate.
So imagine that we have (0, 0, 0) for min values and (1, 1, 1) for max values. We'll have a unit cube that has a vertice sitting on the origin of the coordinate system.
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_000111.jpg[/img]
One more example: min=(0, 1, 1), max=(2, 2, 3). We'll have a 2x1x2 box.
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_011223.jpg[/img]
Now, imagine that this coordinate system is actually our light's coordinate system. In this situation, the light will be the origin:
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_lightsCoordinateS.jpg[/img]
Now we can see where the bounding box would be in relation to the light.
In the image above we're using the cube of our first example, where the min values were all zero. Thus, notice that the bounding box has a vertice sitting on the same position as our light. So it's important to see that if we just leave our min values at (0, 0, 0) (and considering we're not using automatic calculation of the bbox), the light WON'T be in the center of our bbox. If we want this to happen, the min values must be equal to MINUS the max values, for example, min=(-2, -2, -2) and max=(2, 2, 2).
That explains why you got that odd result with max=(23, 11, 21). In fact, the bounding box was something like this:
(Notice that there's a vertice on the same position of the light, since your min values were zero.)
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_EmilsError.jpg[/img]
A correct constrain of a dummy box to the light would be something like this:
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_correctConstrain.jpg[/img]
That's also the same unit cube of our first example. The important thing is that if our min values are all zero, then the box is contained within the >=0 semi-axes, as you can see in the picture above.
Some tests now. I'll use a scene like yours, but the hole in the cube will be on the ceiling instead. And let's use only one cube with the light at the center of the hole. I set the photon tracing limit to 1 reflection only to make it easier to diagnose the result.
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_01.jpg[/img]
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_02.jpg[/img]
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_03.jpg[/img]
[img]http://img.photobucket.com/albums/v179/KakoCG/physicalSun_BBox_04.jpg[/img]
In the first three situations, as the bbox covers less of the hole, see how photons get a little bit more concentrated to that corner. The last image shows a uniform distribution of the photons. Notice that the min and max values are opposite in the x and y coordinates.
The z coordinate is not that important in our scene. Anyway…

So… When you draw a dummy cube representing the bbox, that’s actually a way of visualizing both the min and the max values.
Kako.