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From: Nicolas Alvarez
Subject: Re: ANN: New, open-source, free software rendering system for physicallyco=
Date: 29 Oct 2007 10:15:57
Message: <4725f92d@news.povray.org>
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> It does not guess, you tell it so. Because as I said, colors should be
> normalized. If you want black you have to lower the diffuse amount.
Are we talking about a biased raytracer like POV-Ray, or a different
algorithm? POV-Ray definitely doesn't require normalized colors (3.7
beta and Mega-POV both support HDRI output).
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From: Vincent Le Chevalier
Subject: Re: ANN: New, open-source, free software rendering system for physicallyco=
Date: 29 Oct 2007 10:21:59
Message: <4725fa97$1@news.povray.org>
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>> It does not guess, you tell it so. Because as I said, colors should be
>> normalized. If you want black you have to lower the diffuse amount.
>
> Are we talking about a biased raytracer like POV-Ray, or a different
> algorithm? POV-Ray definitely doesn't require normalized colors (3.7
> beta and Mega-POV both support HDRI output).
No I was just trying to point out a problem with mixing
reflection_amount & co with colors in the tentative pseudocode. POV-Ray
certainly has no need to normalize colors.
Thinking about it the easiest way would be to define all the amounts as
colors with all components between 0 and 1, and run the algorithm for
each color, rather than trying to treat all colors simultaneously...
--
Vincent
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From: Rune
Subject: Re: ANN: New, open-source, free software rendering system for physically co=
Date: 29 Oct 2007 14:33:31
Message: <4726358b$1@news.povray.org>
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"Warp" wrote:
>
> If you average the diffuse and the specular reflection, the latter
> would get a red tint.
Sure, there will be a red tint no matter if you add them or average them but
in both cases the red tint is so small that it's insignificant.
Remember that the specular reflection of a light source is *many* times
brighter than the diffuse reflection of that same light source in that spot
where the highlight appears. So the contribution of the red diffuse
reflection is insignificant compared to the specular reflection - exactly
like if you had added them together.
Remember to think in terms of high dynamic range and not brightness values
clamped to a [0-1] range...
Rune
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From: Darren New
Subject: Re: ANN: New, open-source, free software rendering system for physicallyco=
Date: 29 Oct 2007 15:09:28
Message: <47263df8$1@news.povray.org>
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Vincent Le Chevalier wrote:
> OK, let's say more physically correct then ;-) I don't know, something
> that conserves energy, for a start :-)
Fair enough. Hey, does it get a prism right, defracting different colors
by different amounts? That seems pretty fundamental and possible even
without doing QED calculations.
--
Darren New / San Diego, CA, USA (PST)
Remember the good old days, when we
used to complain about cryptography
being export-restricted?
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From: Vincent Le Chevalier
Subject: Re: ANN: New, open-source, free software rendering system for physicallyco=
Date: 29 Oct 2007 15:27:17
Message: <47264225$1@news.povray.org>
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Darren New wrote:
> Hey, does it get a prism right, defracting different colors
> by different amounts? That seems pretty fundamental and possible even
> without doing QED calculations.
>
I think you can manage that in much the same way POV does at the moment,
yes... It's just more costly in terms of rays, of course.
--
Vincent
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From: Darren New
Subject: Re: ANN: New, open-source, free software rendering system for physicallyco=
Date: 29 Oct 2007 16:38:08
Message: <472652c0$1@news.povray.org>
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Vincent Le Chevalier wrote:
> I think you can manage that in much the same way POV does at the moment,
> yes... It's just more costly in terms of rays, of course.
Oh! I didn't even know POV handled it at all. :-)
--
Darren New / San Diego, CA, USA (PST)
Remember the good old days, when we
used to complain about cryptography
being export-restricted?
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From: Vincent Le Chevalier
Subject: Re: ANN: New, open-source, free software rendering system for physicallyco=
Date: 29 Oct 2007 17:04:04
Message: <472658d4@news.povray.org>
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Darren New wrote:
> Vincent Le Chevalier wrote:
>> I think you can manage that in much the same way POV does at the
>> moment, yes... It's just more costly in terms of rays, of course.
>
> Oh! I didn't even know POV handled it at all. :-)
>
Actually you made me doubt whether it was in Megapov or POV-Ray, but
there it is, in mainstream POV:
http://www.povray.org/documentation/view/3.6.1/415/
--
Vincent
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From: Darren New
Subject: Re: ANN: New, open-source, free software rendering system for physicallyco=
Date: 29 Oct 2007 18:20:59
Message: <47266adb$1@news.povray.org>
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Vincent Le Chevalier wrote:
> Actually you made me doubt whether it was in Megapov or POV-Ray, but
> there it is, in mainstream POV:
Kewl. Faked, but kewl. ;-) When changing the IOR in an unbiased render
automatically makes a spectrum, let me know. ;-)
--
Darren New / San Diego, CA, USA (PST)
Remember the good old days, when we
used to complain about cryptography
being export-restricted?
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From: Gilles Tran
Subject: Re: ANN: New, open-source, free software rendering system for physicallyco=
Date: 29 Oct 2007 18:40:19
Message: <47266f63$1@news.povray.org>
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47266adb$1@news.povray.org...
> Kewl. Faked, but kewl. ;-) When changing the IOR in an unbiased render
> automatically makes a spectrum, let me know. ;-)
From what I gather from the Maxwell manual, materials use "full ior" data
(ior for each wavelength) that are taken into account for dispersion. They
even talk about a "performance hit" when using these, which must be
something...
Frankly, the Maxwell demo is free (crippled at 800x600 with a watermark, but
one can create, save and render scenes), available for Windows 32 or 64
bits, OSX and Linux, and comes with a few test scenes. Lots of user-made
materials are also available for free apparently. It's really worth the
couple of minutes it takes to download it, if only to see how it works, and
a little test drive would probably answer some of the theoretical questions
I see in these threads.
G.
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From: scott
Subject: Re: ANN: New, open-source, free software rendering system for physically co=
Date: 2 Nov 2007 05:46:15
Message: <472afff7$1@news.povray.org>
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>> You're still thinking in terms of a traditional ray-tracer with separate
>> diffuse and reflection components.
>
> So does your algorithm you give below.
But it's flexible enough to allow you to insert any BRDF, just fire more %
of rays in a direction towards the light than you do randomly scattered,
following the shape of the BRDF. In a traditional ray-tracer this is
impossible, in the code below it is trivial.
> That algorithm makes it impossible to render images like this:
> http://warp.povusers.org/images/sphere.png
Just change "surface_color" to some other variable, or even probably you'd
want to use some function that gives a physically correct change from one
colour to another depending on the angle relative to the light position.
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