POV-Ray : Newsgroups : povray.unofficial.patches : MCPov: Diffuse Reflection - UR Doin' it Wrong Server Time
19 Apr 2024 06:28:12 EDT (-0400)
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From: nemesis
Subject: Re: MCPov: Diffuse Reflection - UR Doin' it Wrong
Date: 22 Nov 2009 14:25:00
Message: <web.4b098f4910ccfa816672c09b0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> nemesis schrieb:
> > clipka <ano### [at] anonymousorg> wrote:
> >> If physics has a /theoretical/ answer to a certain limit-case situation,
> >> then a "physically-based" renderer should end up producing exactly that
> >> answer when confronted with that case - or at least approach it.
> >
> > I see.  What I see from physically-based renderer forums though is that in the
> > face of extreme conditions like that (way too high, unrealistic reflectance for
> > instance) renders tend to break and be very poor and noisy.
>
> This is not a case of an algorithm becoming too noisy: This is a case of
> an algorithm returning too dark colors. The phenomenon of MCPov getting
> the brightness wrong by a factor of 2 is not just limited to 100% white
> surfaces - I just chose that particular level of reflectivity because it
> is easy to model a reference surface for it.

ah, well.  Then it's a bug alright.


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