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From: scott
Date: 2 Nov 2007 05:46:15
Message: <472afff7$1@news.povray.org>
>> You're still thinking in terms of a traditional ray-tracer with separate
>> diffuse and reflection components.
>
>  So does your algorithm you give below.

But it's flexible enough to allow you to insert any BRDF, just fire more % 
of rays in a direction towards the light than you do randomly scattered, 
following the shape of the BRDF.  In a traditional ray-tracer this is 
impossible, in the code below it is trivial.

>  That algorithm makes it impossible to render images like this:
> http://warp.povusers.org/images/sphere.png

Just change "surface_color" to some other variable, or even probably you'd 
want to use some function that gives a physically correct change from one 
colour to another depending on the angle relative to the light position.


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