POV-Ray : Newsgroups : povray.unofficial.patches : MCPov: Diffuse Reflection - UR Doin' it Wrong : Re: MCPov: Diffuse Reflection - UR Doin' it Wrong Server Time
25 Apr 2024 17:04:23 EDT (-0400)
  Re: MCPov: Diffuse Reflection - UR Doin' it Wrong  
From: clipka
Date: 22 Nov 2009 14:11:49
Message: <4b098cf5$1@news.povray.org>
nemesis schrieb:
> clipka <ano### [at] anonymousorg> wrote:
>> If physics has a /theoretical/ answer to a certain limit-case situation,
>> then a "physically-based" renderer should end up producing exactly that
>> answer when confronted with that case - or at least approach it.
> 
> I see.  What I see from physically-based renderer forums though is that in the
> face of extreme conditions like that (way too high, unrealistic reflectance for
> instance) renders tend to break and be very poor and noisy.

This is not a case of an algorithm becoming too noisy: This is a case of 
an algorithm returning too dark colors. The phenomenon of MCPov getting 
the brightness wrong by a factor of 2 is not just limited to 100% white 
surfaces - I just chose that particular level of reflectivity because it 
is easy to model a reference surface for it.


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