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pierre nous apporta ses lumieres en ce 7 / 05 / 2007 04:10:
> Hello everybody,
> I have measured a surface of metal with a topographical instrument. Hence my
> surface is composed of many micro facet.
> My goal is to study the surfacic diffusion of light onto this surface (like
> the gloss...). I need to make physically realistic simulation.
> My problem is to set the finish of my object to fullfill my objectif.
>
> Do you have any idea of howw I should proceed?
> I join what i tried:
> /////
> finish{
>
> diffuse 0
> ambient 0
> conserve_energy
> reflection {
> 0.0, 1.0
> fresnel on
>
> }
> specular 1
>
> }
>
> interior{ior 1.5}
> /////
>
> Thanks by advance
> pierre
>
>
Use your collected data into a mesh or use it to generate a height_field.
A metal don't have an index of reflection, or can be assumed to have a very,
very large one. If you use it and fresnel on, it simulate a glazed, oily, or
varnished surface.
Usualy, a metalic surface reflectivity is mostly constant, using reflection{0,1}
you deffine a surface that don't reflect light comming in a perpendicular
direction, and reflect totaly at grazing incidence. Beter to use a constant
reflection 0.9. (use a value between 0.7, slightly mate, and 0.95, highly polished)
The specular keyword is used to simulate the surface diffusion of light from a
source of illumination. phong do the same, but using a slightly different algotythm.
--
Alain
-------------------------------------------------
HAMMER: Originally employed as a weapon of war, the hammer nowadays is used as
a kind of divining rod to locate expensive bike parts not far from the object we
are trying to hit.
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