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In article <3dd0d8c1@news.povray.org>, "Hugo" <hua### [at] post3teledk>
wrote:
> > The page is about anisotropic reflections.
> > I got the impression from message
> > that it was about scattering media.
>
> Sorry I don't know the difference.
> I'm constantly learning... :o)
To be fair, both things are "scattering". The current version of POV
just only uses that term in relation to scattering media, so that is the
first thing that people here are going to think of.
Volumetric scattering:
Smoke or sun beams, POV media.
Subsurface scattering:
Things like translucent marble, a kind of volumetric scattering. You can
do it in POV using media, but there are specialized algorithms that are
faster, but aren't implemented in POV.
Surface scattering:
Any light bouncing off a surface, including reflections and shading as
the direction of light becomes more parallel to the surface. In POV and
most other renderers, specular reflection (like mirrors) and diffuse
reflection (shading) are separate, diffuse is approximated with a simple
function of the angle of the normal to the light source, and specular
reflection by tracing a ray. That page is probably about techniques for
controlling this kind of scattering. Anisotropic means it is dependant
on direction as opposed to isotropic where it is the same independant of
direction, like a brushed aluminum ball compared to a polished chrome
one. POV can simulate most of this kind of thing with average textures.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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