|
|
Am 23.11.2011 01:49, schrieb Christian Froeschlin:
> clipka wrote:
>
>> Variations on highlights & blurred reflection, with specular highlight
>> parameters chosen to properly match the reflection.
>
> Looks promising ;)
>
> Could the highlights be replaced using a visible light source?
In theory, yes; that would be taken care for by the reflection then.
There are significant caveats though:
- Only light sources with a square falloff can be replaced that way; in
this image, the light source has no falloff.
- Light sources with a square falloff need to be extremely bright to get
the same illumination as from a no-falloff source. As a result, a
corresponding visible light source would be very prone to stray speckle
artifacts. (Shooting more rays will help though.) I haven't implemented
anything like MC-Pov's portals yet to compensate for this.
Anyway, why would you actually want to replace the highlights in the
first place, if they perfectly match the reflection parameters?
(Thanks for reminding me though that I have to implement a way to make
sure that light sources with looks_like objects don't get taken into
account twice; I guess at present you'd get the highlights /and/ the
reflection. Maybe a per-material switch would come in handy, so you can
choose highlights for very blurry surfaces, while taking the looks_like
object for very shiny surfaces. Or even a weighted average of both? Hm...)
Post a reply to this message
|
|