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In article <39a59c03@news.povray.org>, "ZeroBlue" <zer### [at] swipnet se>
wrote:
> Does Povray offer the correct model of light, intersecting a transparent
> surface, where it divides into one refracted beam and one reflected beam,
> whose strenght are varied depending on the incoming angle?
>
> If this is an available feature, how do I set "correct" values? ie.
> realworld values for different materials.
It depends on what you mean by "correct"...there is no such thing as a
perfect simulation of light. POV does not simulate polarization,
interference, diffraction, etc. When it hits an object which is partly
transparent and partly reflective, it traces a reflective ray and a
refracted ray, whose directions and intensities depend on the
characteristics of the texture at the intersection point.
If you are asking about angle-dependant reflection: standard POV does
not support this (yet), but MegaPOV, an unofficial version, does include
it. MegaPOV is available here: http://nathan.kopp.com/patched.htm
The documentation covers this feature, you should read it for an
explanation of the new reflection features.
POV-Ray 3.5 (which should be released sometime this year) will support
many of the new MegaPOV features, possibly including angle-dependant
reflection.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
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