POV-Ray : Newsgroups : povray.general : Reflections : Re: Reflections Server Time
7 Aug 2024 07:10:51 EDT (-0400)
  Re: Reflections  
From: Trevor Quayle
Date: 22 Oct 2001 14:36:09
Message: <3bd46719$1@news.povray.org>
I think I understand what you mean here now, that as objects get further
away from the reflecting object, they fade in brightness as opposed to
blurring out of visibilty, aka light attenuation.  POV does have light
attenuation, but it is only applied to direct illumination and not diffuse
or reflected light, but this problem exists in looking directly at as well
as reflections. i.e., when using light attenuation,  as an object gets
further from a light source, it is illuminated less because the direct
lighting gets faded, but as an equally illuminated object gets further from
the camera, it does not fade (which in reality, it should if direct light
gets attenuated, then so should indirect, but POV light attenuation doesn't
work that way). As Ron shows, one way to simulate this is with absorbing
media.  As a quicker method, you could use constant fog with a black
pigment, as the features of media aren't really required here. Adding this
to your scene (make sure your camera is not in a solid object, that includes
inverted planes!)

fog {
  fog_type 1
  distance 10
  color rgb 0
}


You will need to play with the distance value to get what you need.

Note that sky_sphere and backgroud won't work with these, as they are an
infinite distance away and will get faded to black, use a large hollow
sphere with a high ambient finish to replace sky_sphere.

-tgq


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