|
|
Gilles Tran wrote:
>
> Other software call "fresnel" a shader that allow texture attribute to vary
> according to the viewing angle of a 3D surface.
In fact all shaders POV-Ray offers (although the term 'shader' is
possibly misleading in case of a raytracer) except diffuse vary the
color depending on the viewing angle. It is the very definition of a
diffuse surface that the appearance does not depend on the viewing
angle. The fresnel formulas specify a certain type of angle dependance
which well describes the reflectance of an ideal specular surface and
for this purpose it is used in POV-Ray. To use it elsewhere, for
example to vary the surface's own color pattern is possible (via aoi
pattern) but would only serve artistic purposes without physical
background so there isn't a predefined feature (like a fresnel waveform
for use with aoi) in POV-Ray.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|