POV-Ray doesn't currently support Fresnel highlights for non-metallic objects,
so I wrote a scene to assist in finding reasonable compromise values.
The left half of each test object has Fresnel reflection. The right half has a
constant reflection value that is a reasonable compromise of the variable
reflection of the left side. The number to the upper left of each test object
is the index of refraction of the left half, and the number to the upper right
is the compromise reflection value of the right half, intended to be used as a
'specular albedo' value.
The source is in p.b.s-f.
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