POV-Ray : Newsgroups : povray.bugreports : "reflection" ignores "metallic" Server Time
22 Nov 2024 14:37:59 EST (-0500)
  "reflection" ignores "metallic" (Message 1 to 3 of 3)  
From: Ralf Muschall
Subject: "reflection" ignores "metallic"
Date: 15 Apr 1999 21:18:54
Message: <371681E2.7A6607DF@t-online.de>
I just found out that the "reflection" effect (function
"Reflect()" in lighting.c) does not take into account
whether "metallic" is used or not (the latter seems to
affect only "phong" and "specular").

This can bee seen by placing e.g. spheres of silver and
copper side by side (using textures from
include/metals.inc), plus a white lamp near the camera.

The white phong spot on the silver sphere seen reflected
in the copper sphere appears white, not red as I expected.

A workaround is to use a vectorial argument to "reflection"
(ideally a copy from the pigment), but this violates
the orthogonality of the concepts "pigment" and "finish"
and requires error-prone duplicating of input values.

This is in accordance with the manual, so I have no idea
whether it is a bug or intended.

Ralf


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From: Bob Hughes
Subject: Re: "reflection" ignores "metallic"
Date: 16 Apr 1999 15:52:57
Message: <371786C4.4BEE18FB@aol.com>
Think you are talking about something the "official" POV-Ray does not do
yet, and that would be to reflect the actual light_source rays from one
object onto another. The lamp-light is not going to show the phong (or
surface) color of a reflected object in this case.
Nathan Kopps Photon Patch (uvpov.exe) custom compile of POV will do the
light reflection, however I don't know if it also is capable of keeping
the finishes intact as well.


Ralf Muschall wrote:
> 
> I just found out that the "reflection" effect (function
> "Reflect()" in lighting.c) does not take into account
> whether "metallic" is used or not (the latter seems to
> affect only "phong" and "specular").
> 
> This can bee seen by placing e.g. spheres of silver and
> copper side by side (using textures from
> include/metals.inc), plus a white lamp near the camera.
> 
> The white phong spot on the silver sphere seen reflected
> in the copper sphere appears white, not red as I expected.
> 
> A workaround is to use a vectorial argument to "reflection"
> (ideally a copy from the pigment), but this violates
> the orthogonality of the concepts "pigment" and "finish"
> and requires error-prone duplicating of input values.
> 
> This is in accordance with the manual, so I have no idea
> whether it is a bug or intended.
> 
> Ralf

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From: Ron Parker
Subject: Re: "reflection" ignores "metallic"
Date: 16 Apr 1999 15:57:18
Message: <3717880e.0@news.povray.org>
On Fri, 16 Apr 1999 13:51:48 -0500, Bob Hughes <inv### [at] aolcom> wrote:
>Think you are talking about something the "official" POV-Ray does not do
>yet, and that would be to reflect the actual light_source rays from one
>object onto another. The lamp-light is not going to show the phong (or
>surface) color of a reflected object in this case.

No, I think he's looking for Michael "Wyzard" Paul's 'metallic reflection' 
patch.  It's part of Wyzpov, available at http://twysted.net/patchstation
but currently only implemented as a patch to POV 3.0.  I don't think I've
ever gotten around to migrating metallic reflection into the superpatch,
either, but it probably wouldn't be too hard.  Wyzard is said to be working 
on a 3.1e version of his original patch, as well, so keep an eye out for 
that.


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