POV-Ray : Newsgroups : povray.general : Anisotropic reflection? Server Time
7 Aug 2024 07:13:43 EDT (-0400)
  Anisotropic reflection? (Message 1 to 8 of 8)  
From: Timothy R  Cook
Subject: Anisotropic reflection?
Date: 16 Nov 2001 18:42:09
Message: <3BF5A3E7.D80101BE@scifi-fantasy.com>
I think that what I need isn't straight faded reflection,
but reflection based on angle of incidence.  (Though I still
want to know how to do reflection based on distance to
object being reflected.)

It seems the way POV blurs reflections via the method
discussed earlier, it never blurs to the extent that
the reflected image isn't visible.  If you have a blurred
reflective surface, and a white sphere, you see just as
much of the sphere at any distance as you would if you
just had a reflective surface; the data is just scattered.

My question is: how do I construct a surface (using normals
or *cough* by hand) that does reflection based on angle of
incidence?  Something like this _/\__/\__/\__, where the
horizontals are reflective and the ridges aren't?
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: JRG
Subject: Re: Anisotropic reflection?
Date: 16 Nov 2001 18:52:36
Message: <3bf5a6c4@news.povray.org>
Maybe with PovMan...

"Timothy R. Cook" <tim### [at] scifi-fantasycom> ha scritto nel messaggio
news:3BF5A3E7.D80101BE@scifi-fantasy.com...
> I think that what I need isn't straight faded reflection,
> but reflection based on angle of incidence.  (Though I still
> want to know how to do reflection based on distance to
> object being reflected.)
>
> It seems the way POV blurs reflections via the method
> discussed earlier, it never blurs to the extent that
> the reflected image isn't visible.  If you have a blurred
> reflective surface, and a white sphere, you see just as
> much of the sphere at any distance as you would if you
> just had a reflective surface; the data is just scattered.
>
> My question is: how do I construct a surface (using normals
> or *cough* by hand) that does reflection based on angle of
> incidence?  Something like this _/\__/\__/\__, where the
> horizontals are reflective and the ridges aren't?
> --
> Tim Cook
> http://empyrean.scifi-fantasy.com
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> D++(---) G(++) e*>++ h+ !r--- !y--
> ------END GEEK CODE BLOCK------


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From: Ron Parker
Subject: Re: Anisotropic reflection?
Date: 16 Nov 2001 21:40:22
Message: <slrn9vbjgq.ff3.ron.parker@fwi.com>
On Fri, 16 Nov 2001 18:40:23 -0500, Timothy R. Cook wrote:
> I think that what I need isn't straight faded reflection,
> but reflection based on angle of incidence.  

POV 3.5 can do this.  Check the manual.

> (Though I still
> want to know how to do reflection based on distance to
> object being reflected.)

I posted some code to do this the last time it came up, though I'm not 
sure it was in this group.  Be warned, though, that the effect is not
in any way related to any real physical process.

-- 
#local R=rgb 99;#local P=R-R;#local F=pigment{gradient x}box{0,1pigment{gradient
y pigment_map{[.5F pigment_map{[.3R][.3F color_map{[.15red 99][.15P]}rotate z*45
translate x]}]#local H=pigment{gradient y color_map{[.5P][.5R]}scale 1/3}[.5F
pigment_map{[.3R][.3H][.7H][.7R]}]}}}camera{location.5-3*z}//only my opinions


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From: Ron Parker
Subject: Re: Anisotropic reflection?
Date: 16 Nov 2001 21:46:04
Message: <slrn9vbjrf.ff3.ron.parker@fwi.com>
On 16 Nov 2001 21:40:22 -0500, Ron Parker wrote:
>> (Though I still
>> want to know how to do reflection based on distance to
>> object being reflected.)
> 
> I posted some code to do this the last time it came up, though I'm not 
> sure it was in this group.  Be warned, though, that the effect is not
> in any way related to any real physical process.

Ah, here it is.  It was even in response to a post by you.  Did you try
what I suggested?

Newsgroups: povray.general
From: Ron Parker <ron### [at] povrayorg>
Subject: Re: Reflections
Message-ID: <slr### [at] fwicom>
Date: 22 Oct 2001 13:29:04 -0400
Xref: news.povray.org povray.general:32823

http://news.povray.org/povray.general/19478/126317/#126317

-- 
#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{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}


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From: Timothy R  Cook
Subject: Re: Anisotropic reflection?
Date: 17 Nov 2001 02:38:22
Message: <3BF61380.439F7CFF@scifi-fantasy.com>
Ron Parker wrote:
> Ah, here it is.  It was even in response to a post by you.
> Did you try what I suggested?

Don't know.  Don't remember seeing a post where a way of
doing it was mentioned, just that it wasn't realistic ;)
Hmm actually I think I may have figured out how to accomplish
what I wanted to do, check p.b.i.
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Ron Parker
Subject: Re: Anisotropic reflection?
Date: 17 Nov 2001 08:58:37
Message: <slrn9vcr8f.ho2.ron.parker@fwi.com>
On Sat, 17 Nov 2001 02:36:32 -0500, Timothy R. Cook wrote:
> Ron Parker wrote:
>> Ah, here it is.  It was even in response to a post by you.
>> Did you try what I suggested?
> 
> Don't know.  Don't remember seeing a post where a way of
> doing it was mentioned, just that it wasn't realistic ;)

Then did you at least look up the post I mentioned in the post you
just replied to? 

-- 
#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{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}


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From: Timothy R  Cook
Subject: Re: Anisotropic reflection?
Date: 17 Nov 2001 14:13:55
Message: <3BF6B68E.CA8BA260@scifi-fantasy.com>
Ron Parker wrote:
> Then did you at least look up the post I mentioned in the post you
> just replied to?

Hmm yeah...not quite what I'm looking for, though.
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Ron Parker
Subject: Re: Anisotropic reflection?
Date: 17 Nov 2001 15:00:56
Message: <slrn9vdgfq.hre.ron.parker@fwi.com>
On Sat, 17 Nov 2001 14:12:14 -0500, Timothy R. Cook wrote:
> Ron Parker wrote:
>> Then did you at least look up the post I mentioned in the post you
>> just replied to?
> 
> Hmm yeah...not quite what I'm looking for, though.

Then what you're looking for isn't what you say you're looking for, 
because that sample is distance-dependent reflection.

-- 
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker


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