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(See my image in p.b.i for a comparison of the two).
So, my question is, does someone need both?
I've been in the habit of using specular for my finishes, and I've only
seen phong used a couple of times. I know that they use slightly
different formulas but, for artistic usage, is there any reason that I
should choose one over the other?
Or, more interestingly, is there any reason I might want to mix them in
the same scene (some objects using specular, and some using phong)?
Personally, I can't see there being an artistic difference between the
two, and I really wouldn't miss the phong feature if it weren't in POV.
...Chambers
BTW, I don't know the specifics of the internal functions in POV, but I
remember Phong being a really cool way of shading polygons in a scan
line rasterizer. Back in the '90s, the big thing for a while was
Gouraud shading, which was used to interpolate color values between two
points (and, later, interpolate the light values, and apply those to a
texture map). However, "Phong shading" was used to describe the process
of interpolating the normals, and performing the lighting on a per-pixel
basis. Of course, since POV-Ray has always done full lighting
calculations on a per-pixel basis, I think it must refer to a different
algorithm :)
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