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Hello,
Following the old lantern discussion on the images group I noticed that
it was mentioned that, for more realistic results, R+D<1 to keep the
reflected light intensity below the incoming light intensity. I also
noticed that as a starting rule of thumb S<R with S=R/2 for most
materials and S=R for metallic finishes.
How about specular highlight with relation to Diffuse? A very high
specular value would show a reflected value higher than the incoming
light. Should it be S+R+D<1? Or is specular highlight independent? I am
assuming only specular highlight (phong=0), albedo active, and
conserve_energy is on.
Most likely I am wrong on this but I just wanted to know if this correct
for more realistic materials.
FlyerX
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Am 22.03.2013 21:38, schrieb FlyerX:
> Hello,
>
> Following the old lantern discussion on the images group I noticed that
> it was mentioned that, for more realistic results, R+D<1 to keep the
> reflected light intensity below the incoming light intensity. I also
> noticed that as a starting rule of thumb S<R with S=R/2 for most
> materials and S=R for metallic finishes.
>
> How about specular highlight with relation to Diffuse? A very high
> specular value would show a reflected value higher than the incoming
> light. Should it be S+R+D<1? Or is specular highlight independent? I am
> assuming only specular highlight (phong=0), albedo active, and
> conserve_energy is on.
Reflection and highlights both model the same surface property known as
"specular reflection" by scientists. What POV-Ray calls "specular"
actually models only specular reflection of light coming directly from
light sources, while the "reflection" stuff models specular reflection
of light coming via some other surfaces. Thus, ideally we would just
have one brightness value governing both things.
Thus, for realistic results you should also have "S+D<1", but that's
automatic if "R+D<1" and "S<=R".
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