POV-Ray : Newsgroups : povray.general : POV and Quantum Mechanics? Server Time
7 Aug 2024 01:24:45 EDT (-0400)
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From: Tim Cook
Subject: Re: POV and Quantum Mechanics?
Date: 20 Jan 2002 09:47:51
Message: <3C4AD891.5506C4D6@scifi-fantasy.com>
Christopher James Huff wrote:
> Details? I've done it by using averaged textures (I think Ron
> Parker discovered this technique), with each texture identical
> except for the normal...and a slower, older method used a very
> finely scaled normal and high antialiasing.

I was modelling an animation of a record rotating, having created
a series of 15 or so concentric rings out of CSGed cylinders
raised slightly over another thin cylinder.  Each ring was
separated by a distance equal to their width.  The material was
a simple shiny/reflecty grey.  As the 'record' rotated, I
observed the effect caused by the anisotropic reflective
property of brushed metal on, say, the face of a pocketwatch.

...if that isn't what anisotropic reflection is, then Caligari
is mis-labelling it in trueSpace :P


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From: Ron Parker
Subject: Re: POV and Quantum Mechanics?
Date: 20 Jan 2002 11:26:22
Message: <slrna4lrtg.c9b.ron.parker@fwi.com>
On Sat, 19 Jan 2002 15:39:30 -0600, Tim Cook wrote:
> There's only 3 more values per ray for a more realistic simulation
> of light; amplidude/frequency/rotation around axis of travel...?

You also have to have a value for circular polarization, where the phase
of the horizontally polarized component is delayed by 90 degrees from the
phase of the vertically polarized component.  Also, for the sake of 
minimizing the number of rays we trace, we actually bundle all the 
frequency information together in a spectral power distribution of sorts.

> Could probably do some interesting things with having materials
> change the frequency of the light...

Fluorescence.  Yes, that could be interesting.

> Speaking of something completely different...iridescence.  It's
> an interference pattern between two surfaces of oil or similar,
> how 'bout trying to do that the hard way in POV?

"the hard way" could be harder than you think: it depends on the wave 
nature of light, which POV does not simulate.


-- 
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission 3-T}}}#end 
Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}


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