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>> 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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