POV-Ray : Newsgroups : povray.general : Actual Specular calculations? : Re: Actual Specular calculations? Server Time
4 Aug 2024 08:21:32 EDT (-0400)
  Re: Actual Specular calculations?  
From: Tim Nikias v2 0
Date: 12 Jun 2003 06:17:56
Message: <3ee85354$1@news.povray.org>
The first thing you mentioned is what I'm after. I want
to have the highlight "bleed" beyond the objects boundaries.
Thanks anyway!

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde

>
> >in order to bleed the
> >bright light across the objects boundaries, just like it
> >happens in the human eye (or probably any eye, for
> >that matter).
>
> Do you want the bleed to actually extend *beyond* the object
> boundaries? If not, why don't you use two highlights? For example, I
> often use something like this:
>
> finish {
> specular 0.5 roughness 0.0025
> phong 0.25 phong_size 7.5
> }
>
> Or you could layer or average textures, one with fully metallic, soft
> highlight and the other one with a tight, more plasticy-looking
> highlight.
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vipbg
> TAG      e-mail : pet### [at] tagpovrayorg


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.