POV-Ray : Newsgroups : povray.binaries.images : Roughness override and specular albedo: is this deliberate? Server Time
6 Nov 2024 10:25:14 EST (-0500)
  Roughness override and specular albedo: is this deliberate? (Message 1 to 1 of 1)  
From: Cousin Ricky
Subject: Roughness override and specular albedo: is this deliberate?
Date: 13 Oct 2019 23:25:29
Message: <5da3eaa9@news.povray.org>
When you override roughness in a declared finish that has specular 
albedo, the specular is not recalculated for the new roughness.  To get 
proper results, you have to restate the specular albedo.  Here is an 
example:

----------[BEGIN CODE EXCERPT]----------
#declare SMOOTH = 0.0005;
#declare ROUGH = 0.02;
#declare BUMP_SIZE = 0.2;
#declare MICROSCALE = 0.0001;

#declare f_Gloss = finish
{ fresnel
   reflection { 0 1 fresnel } conserve_energy
   specular albedo 1 roughness SMOOTH
   ambient 0 diffuse 0
}
#declare t_Glass = texture
{ pigment { rgbf 1 }
   finish { f_Gloss }
}
#declare t_Frost1 = texture
{ pigment { rgbf 1 }
   finish { f_Gloss roughness ROUGH }
   normal { bumps BUMP_SIZE scale MICROSCALE }
}
#declare t_Frost2 = texture
{ pigment { rgbf 1 }
   finish { f_Gloss roughness ROUGH specular albedo 1 }
   normal { bumps BUMP_SIZE scale MICROSCALE }
}
-----------[END CODE EXCERPT]-----------

The second row of images uses the textures as declared above; the first 
row uses the finishes modified to not use finish-level Fresnel.  I will 
post the complete scene files in p.binaries.scene-files.

The leftmost image of each row uses t_Glass, with the unmodified finish. 
  The center image uses t_Frost1, which has roughness increased, which 
results in a grossly overly strong highlight.  The rightmost image uses 
t_Frost2, which restates the specular albedo.


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