|
|
Think you are talking about something the "official" POV-Ray does not do
yet, and that would be to reflect the actual light_source rays from one
object onto another. The lamp-light is not going to show the phong (or
surface) color of a reflected object in this case.
Nathan Kopps Photon Patch (uvpov.exe) custom compile of POV will do the
light reflection, however I don't know if it also is capable of keeping
the finishes intact as well.
Ralf Muschall wrote:
>
> I just found out that the "reflection" effect (function
> "Reflect()" in lighting.c) does not take into account
> whether "metallic" is used or not (the latter seems to
> affect only "phong" and "specular").
>
> This can bee seen by placing e.g. spheres of silver and
> copper side by side (using textures from
> include/metals.inc), plus a white lamp near the camera.
>
> The white phong spot on the silver sphere seen reflected
> in the copper sphere appears white, not red as I expected.
>
> A workaround is to use a vectorial argument to "reflection"
> (ideally a copy from the pigment), but this violates
> the orthogonality of the concepts "pigment" and "finish"
> and requires error-prone duplicating of input values.
>
> This is in accordance with the manual, so I have no idea
> whether it is a bug or intended.
>
> Ralf
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
Post a reply to this message
|
|