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On 25-6-2015 22:50, clipka wrote:
> Am 25.06.2015 um 16:44 schrieb Thomas de Groot:
>> Following the discussion in povray.off-topic on Physically Based
>> Rendering (PBR)
>> http://news.povray.org/povray.off-topic/thread/%3Cop.x0kk32qvufxv4h%40xena%3E/
>>
>>
>>
>> and the /rules/ given by Clipka, this is an RSoCP following the said
>> rules and rendered with UberPOV.
>>
>> Scene file can be found in povray.binaries.scene-files.
>>
>
> Um... you're /not/ following the rules /at all/:
>
> sphere {
> <0,0,0>, 1.00
> texture {
> pigment {srgb <0.8, 0.7, 0.7>*0.5 }
> finish {
> diffuse albedo 0.8
> brilliance 3, 3
> reflection {
> 0.0, 1.0
> //roughness 0.001
> //fresnel on
> //metallic on
> }
> fresnel on
> metallic on
> }
> }
> interior { ior 1.5 }
>
> scale <1,1,1> rotate <0,0,0> translate <0,1.35,0>
> }
>
> You're using "metallic on" in the entire finish block, but not in the
> reflection block. That's bad bractice. /Very/ bad practice.
Ah! Yes, I don't know why I switched it off. I had a reason initially
which I have forgotten now :-/
>
> Also, "fresnel on" has no effect (or at least shouldn't have) when used
> together with "metallic on". And as I'm already at it, always use
> "fresnel on" in the reflection block when you use it in the entire
> finish block. It doesn't carry through to the reflection automatically.
I had not paid enough attention to the (mutual) exclusion of fresnel and
metallic (RTFRules!). Forgot also to add conserve_energy.
>
> Furthermore, I'll probably need to add more rules:
>
> - Do not use "diffuse" for metallic materials (or, more specifically,
> use "diffuse 0.0" to override the non-zero default). Use specular
> reflection with a very high roughness instead. To also add crisper
> highlights to the mix, use complex textures.
>
Good one about diffuse and complex textures. My scene is simple because
I wanted to start from the 'basic scene' in the Insert Menu.
Four images are attached with variations in the parameter use (see their
corresponding titles).
sphere {
<0,0,0>, 1.00
texture {
pigment {srgb <0.8, 0.7, 0.7>*0.5 }
finish {
diffuse albedo 0.0
specular albedo 0.5
roughness 0.001
brilliance 3, 3
reflection {
0.0, 1.0
roughness 0.001
fresnel on
metallic off
}
fresnel on
metallic off
}
}
interior { ior 1.5 }
scale <1,1,1> rotate <0,0,0> translate <0,1.35,0>
}
--
Thomas
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Attachments:
Download 'rsocp_uber_fresnel.png' (327 KB)
Download 'rsocp_uber_fresnel+specular.png' (317 KB)
Download 'rsocp_uber_metallic.png' (308 KB)
Download 'rsocp_uber_metallic+specular.png' (316 KB)
Preview of image 'rsocp_uber_fresnel.png'
Preview of image 'rsocp_uber_fresnel+specular.png'
Preview of image 'rsocp_uber_metallic.png'
Preview of image 'rsocp_uber_metallic+specular.png'
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