POV-Ray : Newsgroups : povray.binaries.images : Brilliant Spheres : Re: Brilliant Spheres Server Time
8 Jul 2024 05:06:38 EDT (-0400)
  Re: Brilliant Spheres  
From: clipka
Date: 22 Jul 2014 11:07:55
Message: <53ce7e4b@news.povray.org>
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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