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Fun fact to know:
The realistic range for the "specular" and "phong" parameters is /not/
limited to 0..1.
Instead, for a polished material, a value of
specular 0.25 * ((1/ROUGHNESS)+1) * REFLECTION
or
phong 0.5 * (PHONG_SIZE + 1) * REFLECTION
is actually realistic, e.g.
finish {
reflection { 0.2 }
specular 50.05
roughness 0.001
}
or
finish {
reflection { 0.2 }
phong 100.1
phong_size 1000
}
BTW there's also a similar law goverining the "diffuse" parameter: If
you set "brilliance" to anything but 1, you should set "diffuse" to a
maximum of
diffuse 0.5 * (BRILLIANCE + 1)
which would correspond to a diffuse reflection of 100%.
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