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This may have been asked before, but is there any way to make specular fade off
with fresnel (or reflection falloff)?
The reason I ask is because of these rather interesting demonstrations of
real-world specular & fresnel:
Everything is Shiny: http://filmicgames.com/archives/547
Everything has Fresnel: http://filmicgames.com/archives/557
Clearly materials in the real world have specular that fades with fresnel. But
the only way I can think to achieve that in POV (3.7 beta) is to use an aoi
texture to blend between 2 different finishes. Which then means I can't use a
normal map (since the aoi uses the true shape of the surface).
Any ideas?
--
Tek
evilsuperbrain.com
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Am 10.12.2010 18:53, schrieb Tek:
> This may have been asked before, but is there any way to make specular fade off
> with fresnel (or reflection falloff)?
>
> The reason I ask is because of these rather interesting demonstrations of
> real-world specular& fresnel:
> Everything is Shiny: http://filmicgames.com/archives/547
> Everything has Fresnel: http://filmicgames.com/archives/557
>
> Clearly materials in the real world have specular that fades with fresnel. But
> the only way I can think to achieve that in POV (3.7 beta) is to use an aoi
> texture to blend between 2 different finishes. Which then means I can't use a
> normal map (since the aoi uses the true shape of the surface).
>
> Any ideas?
POV-Ray uses a fresnel term in the metallic version of specular. Using
an rgbt <0,0,0,1> top texture layer with "metallic" directly in the
finish statement might do the trick. I'm not exactly sure though - it
might have just the opposite effect of what's desired.
Another one for my personal To-Do list...
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clipka <ano### [at] anonymousorg> wrote:
>
> POV-Ray uses a fresnel term in the metallic version of specular. Using
> an rgbt <0,0,0,1> top texture layer with "metallic" directly in the
> finish statement might do the trick. I'm not exactly sure though - it
> might have just the opposite effect of what's desired.
>
Of course!
I did actually think of that the other day but then completely forgot about it
when I got around to implementing it. I'll give it a try now...
It works!
Cheers,
Tek
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> This may have been asked before, but is there any way to make specular fade off
> with fresnel (or reflection falloff)?
>
> The reason I ask is because of these rather interesting demonstrations of
> real-world specular& fresnel:
> Everything is Shiny: http://filmicgames.com/archives/547
> Everything has Fresnel: http://filmicgames.com/archives/557
>
> Clearly materials in the real world have specular that fades with fresnel. But
> the only way I can think to achieve that in POV (3.7 beta) is to use an aoi
> texture to blend between 2 different finishes. Which then means I can't use a
> normal map (since the aoi uses the true shape of the surface).
>
> Any ideas?
>
> --
> Tek
> evilsuperbrain.com
>
>
>
As a starting point, you can give an ior to your objects, even if they
are opaque.
interior{ior IOR}
You can add metallic with a small value.
You can use variable reflection with the fresnel keyword.
I don't think that it will exactly reproduce the real world, as at least
part of the effect is related to polarisation.
Alain
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Am 12.12.2010 00:39, schrieb Alain:
> I don't think that it will exactly reproduce the real world, as at least
> part of the effect is related to polarisation.
The fresnel formulae used in POV-Ray already take into account that
differently polarized light is reflected at different intensity. They
should be ok, under the presumption that the incoming light is
non-polarized.
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