POV-Ray : Newsgroups : povray.general : Planetary Heightfields: Now what? : Re: bump_maps, Phong, specular Server Time
13 Aug 2024 19:27:16 EDT (-0400)
  Re: bump_maps, Phong, specular  
From: PoD
Date: 28 Sep 1998 17:28:46
Message: <360FF17F.4E91@merlin.net.au>
Dan Connelly wrote:
> 
> Jed Reynolds wrote:
> > > 4. "interpolate 2" should almost always be used with bump maps
> > >    to prevent pixellization artifacts.
> >
> > I didn't seem to notice a lot of difference between interpolate 2
> > and interpolate 4, but I did notice the difference between 0 an {2,4}.
> 
> Bilinear interpolation is a pretty standard scheme, so I always
> use it... I haven't investigated normalized distance, so can't
> comment on the speed/quality tradeoffs.
> 
> > >
> > > Consider the following scene :
> > Now why did I put a "phong" shading in mine when I
> > should have been using "specular"...Hrm. It sharpens it quite
> > a bit. I like the effect when roughness in increased as well.
> 
> Don't take my choice too seriously..... some folks use Phong
> and others specular.  I choose the former because the docs
> claim it is more realistic, but I can't claim this is an
> otherwise educated preference.
> 
> Anyone care to comment?
> 
> Dan
> 
> --
> http://www.flash.net/~djconnel/

I've actually used both to good effect to do a finish like 'metallic'
car paint
finish{
	phong .3 phong_size 15
	specular 1 roughness 0.001 }
gives a big dull phong highlight and a small shiny spot.

PoD.


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