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Nathan Kopp wrote:
>
> Xplo Eristotle <inq### [at] unforgettable com> wrote...
> > 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.
>
> Actually, diffuse, phong, and specular (and blinn in MegaPov) model
> first-order reflections (light that comes directly from light sources, hits
> the object, and is reflected to the camera). The "reflection" property, on
> the other hand, models higher order reflections (light that hits one object,
> is reflected, hits the second object (and possible more), then hits the
> camera).
>
> Because they model different phenomenons, you can't create a give/take
> relationship between them as you suggest.
>
> It would be more benificial to create such a relationship between the
> various BRDFs (diffuse, phong, and specular).
>
> Actually, it's a bit more complicated than this when you get into photons
> and radiosity, which also model higher order reflections. Making all of
> these different lighting models work together in unison is very difficult.
So what you're saying is until/unless some more advanced and unified
lighting model is written, I'm basically screwed and I have to guess?
--
Xplo Eristotle
http://start.at/xplosion/
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