POV-Ray : Newsgroups : povray.windows : Reflections : Re: Reflections Server Time
1 Jun 2024 06:36:36 EDT (-0400)
  Re: Reflections  
From: Bob Hughes
Date: 17 Aug 2005 23:07:18
Message: <4303fb66$1@news.povray.org>
"0m3g4" <nomail@nomail> wrote in message 
news:web.4303ac74b8cd5d65cca4136e0@news.povray.org...
> I'm trying to make car rims for a project, but the reflections are messing
> with me.  I'm trying to get a polished lip (so, chrome like finnish) and a
> glossy black center.  What happens is that the black reflects off the
> chrome and turns my light-silver chrome into a dark silver and the silver
> reflects off the black spokes and turns them a lighter gray.  Is there any
> work-around to this?

Maybe try the 'exponent' keyword in reflection {} with a value below 1 for 
it. Do test renders with various values between 0 and 1.

I'm guessing those wheel parts are separate things so you should be able to 
adjust each. The idea is this, values below 1 or closer to zero will make 
the reflections less sensitive to darker surroundings therefore leaving 
lighter surroundings to show up more than darker things. Depends a lot on 
the brightness of those surrounding objects. This is obviously better for 
the chrome material rather than the black gloss but you might be able to 
find something suitable for both.

You might also want to try variable reflection if you haven't done so yet, 
just use two values instead of only one (for reflection itself, not 
'exponent'). And you could use a higher minimum than maximum (which is 
written as reflection {MinValue, MaxValue}) so that the edges curving away 
reflect less. I think this might help for the black gloss. Depends a lot on 
your wheel model... in how it interacts.

Just keep in mind that both of these ways are somewhat artificial and 
potentially unrealistic for the materials you used on the wheels. Hopefully 
that will help you anyway.


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