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In article <Xns### [at] 204213191226>,
"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> there is some problem related to ambience. It could have 2 functions, it
> can be used to simulate radiosity light in renders without actual
> radiosity, and it can make an object a lightsource.
What is the problem? The fact that it could be more complex does not
mean there is a problem with it.
> I.e. we ambient will mean "imitate radiosity" and will NOT be used when
> radiosity is on. And new property "glow" (or some other name) will mean the
> abount of light that surface of object produses itself.
A better solution: just use separate textures when radiosity is on.
#declare Radiosity = on;
#if(Radiosity)
texture {...}
#else
texture {...}
#end
Or something similar for just the finish settings that need changed.
> As for source code - it's mater of adding second ambient value, and adding
> line probably like:
>
> ambient = ambient_ambient * cfgA + ambient_glow * cfgB
>
> where cfgA and cfgB depends on whenever radiosity if on or off, and on
> global settings
But why, when it's so easy to do in the scene file?
> Currently it is possible to simulate such behaviour i.e. using
If it's possible already, where's the problem?
> But Imho this solution is not very elegant, especialy when it is needed
> inside includes like metals.inc (otherwise some materials starts to glow)
Those textures weren't designed for radiosity, that's why they don't
look right. I fail to see how this would have any effect. And how is
having an extra feature with no added functionality more elegant?
There is something called "emissivity" that actually is fairly difficult
(maybe impossible) to fully simulate in POV, but it appears to be
unrelated to what you are talking about. Emissivity would simply add to
the surface color, not contribute to the ambient lighting, and would be
independent of radiosity.
--
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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