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> Vincent Le Chevalier <gal### [at] libertyallsurfspamfr> wrote:
>> In the end you average all the intensities, and you get, statistically,
>> the same result you'd get with a classical raytracer: 80% of refracted
>> ray color * "transmitted" color, 20% of reflected ray color *
>> "reflective" color.
>
> How about the surface's own color?
>
It is taken into account in the reflected rays, in fact. It's the same
process.
It's just that if you have a mirror reflection, only rays following
Descartes' law will contribute to the final color. If you have a diffuse
surface, rays from everywhere will contribute to the color (including
rays coming from the light sources). You can have a mix of both, with
different colors, allowing any degree of blurry reflection.
It seems you keep on thinking about it with pure diffuse + pure
reflection + refraction, when on these modern renderers, there is no
need to separate diffuse and reflection. And no need for all the hacks
to get highlights on the surface either.
And the model naturally conserves energy as a bonus :-)
--
Vincent
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