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Seems to me that the higher an object's reflection is, the less its
pigment should have any effect on its appearance (provided that you're
using non-metallic reflection), until you reach reflection 1, at which
point the pigment would cease to be relevant.
However, this isn't the case in POV-Ray. An RGB 1 object with reflection
1 ends up being unrealistically bright, which is fine for special
effects I suppose, but bad if you're trying to model realistic
materials.. and unfortunately, lowering the diffuse finish only works
with constant reflection; those using Fresnel reflection are out of
luck. The conserve_energy keyword in the MegaPatch only affects the
amount of light that's transmitted through an object and not the diffuse lighting.
So this is sort of a combination question/feature request: Am I right in
thinking that light works this way and that it's a problem, and if so,
is anyone willing to hack this feature in? I'd do it myself, except my
programming skills are pretty rusty, and I wouldn't know what numbers to crunch.
--
Xplo Eristotle
http://start.at/xplosion/
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