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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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>> 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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