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clipka wrote:
> Am 12.12.2015 um 07:32 schrieb Sherry K. Shaw:
>
> That said, the use of "diffuse" (and, by extension, "brilliance") in
> metallic textures has no physical justification, and is only there
> because back then the primary approach to designing textures was to
> tweak them until the author thought it looked as realistic as he could
> possibly manage, rather than starting from principles of physics.
>
> As for using "brilliance" in metallic textures, it makes the diffuse
> component appear more highlight-ish, and highlights are what our brain
> expects from metallic surfaces.
>
Ah...so with the proper application of rules #6 through #9 above, what
used to be "brilliance" is now thoroughly covered by the proper use of
highlights and reflection...?
Must study further; good excuse to make some pictures. :)
Thanks!
--Sherry Shaw
--
#macro T(E,N)sphere{x,.4rotate z*E*60translate y*N pigment{wrinkles scale
.3}finish{ambient 1}}#end#local I=0;#while(I<5)T(I,1)T(1-I,-1)#local I=I+
1;#end camera{location-5*z}plane{z,37 pigment{granite color_map{[.7rgb 0]
[1rgb 1]}}finish{ambient 2}}// TenMoons
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