|
|
On 2/18/2018 7:00 AM, clipka wrote:
> Am 17.02.2018 um 21:28 schrieb Mike Horvath:
>> I posted five images to Flickr showing my experiments with blurred
>> reflections.
>>
>>
https://www.eurobricks.com/forum/index.php?/forums/topic/159291-pov-ray-surface-realism/
>>
>>
>> I asked on Eurobricks which is the most realistic image? I will also ask
>> here. Which do you think look the most like real LEGO bricks?
>
> I find it difficult to judge, as I'm not used to such large LEGO models.
> I'd consider a closeup helpful.
>
> Another tip you may or may not already be aware of: For best realism,
> make sure to use a modern (v3.7.1/v3.8.0) version of POV-Ray, and make
> use of the finish-level `fresnel` statement, e.g.:
>
> #declare MyLegoMaterial = material {
> interior { ior 1.6 }
> texture {
> pigment { ... }
> finish {
> ambient 0
> diffuse albedo DIFF
> specular albedo SPEC roughness ROUGH
> fresnel on
> reflection { SPEC fresnel on }
> conserve_energy on
> }
> normal { ... }
> }
> }
>
> Presuming you're using normal-based blurred reflections, DIFF and SPEC
> should probably be exactly 1.0 each(!), and ROUGH should be very low
> (e.g. 0.0001).
>
> Setting the finish-level `fresnel` parameter to `on` causes both the
> diffuse component and specular highlights to vary with the viewing angle
> in a realistic manner, making specular highlights more pronounced at
> shallow angles (just like reflection-level `fresnel on` does for
> specular reflection), while reducing the diffuse component's brightness
> accordingly (just like `conserve_energy` does for transmitted light).
>
Thanks for the tip. However, I changed the finish to this:
#local ldrawPlasticFin=finish {
ambient 0
diffuse albedo 1
specular albedo 1
roughness 0.0001
fresnel on
reflection {1 fresnel on}
conserve_energy
};
Now I see no reflections at all on the bricks.
Mike
Post a reply to this message
|
|