|
![](/i/fill.gif) |
Paris <par### [at] lycos com> wrote:
> Pov-Ray is lagging farther and farther behind commercial rendering software
> in terms of photo-realism.
You get what you pay for, pal.
> 1. The phong model is outdated now.
You can do quite pretty stuff with povray's fresnel highlights and
variable reflection. It may require some fine-tuning by hand, but
I wouldn't call it so "outdated".
> 2. Pov-ray does not have hair, fuzz, fur, or suede textures. Brushed metal
> would be nice also. And car paint too...
Please post the algorithms on how they are done with raytracing and
I'm sure they will find their way into povray.
> There are many textures out there that can only be implemented
> using path-tracing techniques, such as very shiney, partially-reflective
> gold. A few others are glossy reflections (blurred reflections) and
> frosted glass.
Although not trivial, you can do blurred reflections and refractions
(using stochastic raytracing) with the current povray. It's not even
hopelessly slow.
> Reflected parts of the scene do not have the radiosity calculation
> performed on them.
Not true. Are you using POV-Ray 3.1 or something?
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
Post a reply to this message
|
![](/i/fill.gif) |