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> I'm trying to match as closely as possible the shading models available in
> blender to the povray exporter.
> ___________________________________________________________
> Blender Specular: | Povray keywords
> ___________________________|_______________________________
> Phong |Phong (?)
> Blinn |Specular (?)
> Toon |
> WardIso |Specular (?)
> CookTorrence (default) |Specular or Phong ?
> ___________________________________________________________
> Blender Diffuse: |
> ___________________________________________________________
> Lambert (default) |Specular or Phong ?
> Oren Nayar |Brilliance (=Oren Nayar sigma)
> Toon |
> Minnaert |slope map(?)
> Fresnel |Specular ?
>
> Any suggestion to modify/improve/complete this list?
>
>
phong and specular highlighting can coexist in any single finish.
Usefull for highlight that have a sharp, bright, center area surrounded
by a relatively dim broad and fuzzy area.
The toon part should use low brilliance, possibly as low as zero. That
make the illumination angle independant, resulting in flat textures
typical to most toons.
For most models of diffuse, you shouls take a look at the brilliance. It
controlls the relation between the incident light angle relative to the
normal of the surface.
In POV-Ray, fresnel is a reflection component. It needs an ior to work
(in interior), but not any transparency. If the fresnel from blender
affect the coloration of the highlights or reflection, then you should
use the metallic keyword.
Also, take a look at the exponent and falloff for the reflection.
Version 3.7 beta dependent:
aoi pattern: depends on the direction from whitch the surface is
observed. Takes vewing from reflection and refraction into acount.
Alain
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