Oh, and did you know that the current implementation of brilliance is
physically bogus?
For virtually all real-world materials, the function that describes how
much of any given incoming light ray comes out as any other given
outgoing light ray is a /bidirectional/ one: You can swap incoming and
outgoing ray, and the equation still yields the same result.
That's not the case for POV-Ray's diffuse surface when using any
brilliance value other than 1.
This can be fixed however -- and voila: It does provide for pretty neat
effects.
Left: brilliance 0.7 (using the fixed implementation); this might come
in handy to model fluffy stuff, such as tennis balls.
Center: brilliance 1.0 for reference.
Right: brilliance 2.0 (using the fixed implementation); should do great
for black nylons or the like. Might also come in handy as the basis for
a pearl material I guess.
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