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Blinn might be Jeff Blinn, an old timer to 3D modeling/raytracing. He
was in a PBS special once about computer graphics, circa mid-'80's I
think. The show with a couple of flamingo-like birds dancing around at
the closing credits.
Sorry, I'm out of here, just thought I knew something for a moment ;)
Jerry Anning wrote:
>
> On Thu, 15 Apr 1999 19:12:16 +0300, "Margus Ramst"
> <mar### [at] peak edu ee> wrote:
>
> >What's an Oren-Neyler-Blinn surface model, and would I want to have it in
> >POV? I would, wouldn't I :)
>
> This probably refers to the Oren-Nayar reflectance model. It is a
> diffuse lighting model that handles rough surfaces more accurately
> than the usual Lambertian model.
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aol com?Subject=PoV-News
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On Thu, 15 Apr 1999 21:05:09 +0300, "Margus Ramst"
<mar### [at] peak edu ee> wrote:
>What I would really like to have though, is the
>Fresnel reflecion/refraction model. This allows, for example, very realistic
>metallic surfaces (provided you can find the right ior for, say, copper -
>0.83 or something)
WYZPOV, a POV 3.02 patch currently available at the PatchStation on
twysted.net provides this under the name of angle-dependent
reflectivity. This part of WYZPOV is also found in the Superpatch,
available at the same place.
Jerry Anning
clem "at" dhol "dot" com
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Margus Ramst wrote:
>
> Thanks, I'll check it out. What I would really like to have though, is the
> Fresnel reflecion/refraction model. This allows, for example, very realistic
> metallic surfaces (provided you can find the right ior for, say, copper -
> 0.83 or something)
>
> Margus
Which would require an overide of the current default for ior of anything
below one treated as refraction = off.
--
Ken Tyler
mailto://tylereng@pacbell.net
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You'll also want Anistropic rendering too...
In MAX you can already provide IORs to metals.
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://www.fortunecity.com/skyscraper/parallax/359/colorblind
Jerry Anning wrote in message <37164794.16468399@news.povray.org>...
>On Thu, 15 Apr 1999 21:05:09 +0300, "Margus Ramst"
><mar### [at] peak edu ee> wrote:
>
>>What I would really like to have though, is the
>>Fresnel reflecion/refraction model. This allows, for example, very
realistic
>>metallic surfaces (provided you can find the right ior for, say, copper -
>>0.83 or something)
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Yeah, I know. It's very nice. But it is not a complete implementation of the
Fesnel model. It only works for transparent materials. You can't specify <1
IORs for metals.
Margus
Jerry Anning wrote in message <37164794.16468399@news.povray.org>...
>
>WYZPOV, a POV 3.02 patch currently available at the PatchStation on
>twysted.net provides this under the name of angle-dependent
>reflectivity. This part of WYZPOV is also found in the Superpatch,
>available at the same place.
>
>Jerry Anning
>clem "at" dhol "dot" com
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Lance Birch wrote in message <37166298.0@news.povray.org>...
>You'll also want Anistropic rendering too...
>
Alright. Anything you say, it's fine by me :)
>In MAX you can already provide IORs to metals.
>
In BMRT, too.
Margus
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Margus Ramst wrote:
>
> Yeah, I know. It's very nice. But it is not a complete implementation of the
> Fesnel model. It only works for transparent materials. You can't specify <1
> IORs for metals.
I am curious. Do metals really have an indexable amount of refraction or
would it be more accuratly described as an incident angle of reflection ?
This inquiring mind, and perhaps others as well, would like to know.
--
Ken Tyler
mailto://tylereng@pacbell.net
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I should explain I guess :)
Anistropic rendering is a type of surface shading model used for metal and,
believe it or not, silk textures...
The idea is that of a brushed metal finish and while this can be achived to
some extent using bump maps, the Anistropic rendering model does a HUGE
amount of the work for you with much better results and greater control. It
also allows you to have the surface color, or finish, normal dependant,
which is great for modelling brushed surfaces!!!
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://www.fortunecity.com/skyscraper/parallax/359/colorblind
Margus Ramst wrote...
>Lance Birch wrote in message <37166298.0@news.povray.org>...
>>You'll also want Anistropic rendering too...
>Alright. Anything you say, it's fine by me :)
>>In MAX you can already provide IORs to metals.
>In BMRT, too.
>Margus
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Yes, I guess for most purposes it is easier to describe it as an index of
reflection (if that's the right name...).
And as you said of course, it is dependant on the incident of reflection...
but to my knowledge there isn't really a perfect way to measure something
like this from real life...
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://www.fortunecity.com/skyscraper/parallax/359/colorblind
Ken wrote in message <37168CC1.301BE239@pacbell.net>...
>Margus Ramst wrote:
>>
>> Yeah, I know. It's very nice. But it is not a complete implementation of
the
>> Fesnel model. It only works for transparent materials. You can't specify
<1
>> IORs for metals.
>
>I am curious. Do metals really have an indexable amount of refraction or
>would it be more accuratly described as an incident angle of reflection ?
>This inquiring mind, and perhaps others as well, would like to know.
>
>--
>Ken Tyler
>
>mailto://tylereng@pacbell.net
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Lance Birch wrote:
> And as you said of course, it is dependant on the incident of reflection...
> but to my knowledge there isn't really a perfect way to measure something
> like this from real life...
That sir is where you are wrong. There are very well defined methods
that have been developed to define the characteristics of light and
how it interacts with various surfaces and finishes. Many of these
methods are used at least in part for metalurgical testing and there is
still a growing research industry for controlling laser light, either
through optimizing the reflection for a surface without loss of
energy or the multitude of of beam splitting surfaces whose applications
are so numerous that a degree from college on the subject will still
leave you not knowing everything you could know about it.
--
Ken Tyler
mailto://tylereng@pacbell.net
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