POV-Ray : Newsgroups : povray.newusers : Some questions : Re: Some questions Server Time
29 Jul 2024 08:22:15 EDT (-0400)
  Re: Some questions  
From: Tom York
Date: 19 Apr 2006 19:35:01
Message: <web.4446c85a3adb077f7d55e4a40@news.povray.org>
"brixX" <og_### [at] webde> wrote:




And falloff in 3DSMax? It's not easy, I think. You will need to use more
than one POVRay texturing method to imitate the effect of ramp. You might
start by looking at the brilliance (for diffuse) and metallic (for specular
highlights) keywords. Anything more sophisticated/closer to ramp will
require you to mix between textures using a texture_map. Example (uses the
angle-of-incidence pattern, which you'll find in MegaPov):

#declare SpecDim = texture {
  pigment { colour rgb <0,0,1> }
  finish { specular 1 roughness 0.01 brilliance 0.5 }
}

#declare SpecBright = texture {
  pigment { colour rgb <0,0,1> }
  finish { specular 1 roughness 0.01 metallic brilliance 5 }
}

#declare LightDirection = <1,2,3>;
#declare MyOddTexture = texture {
  pigment_pattern { aoi LightDirection }
  texture_map {
    [0.0 SpecBright ]
    [0.5 SpecDim ]
  }
}

Close to your light source, the specular highlights will appear closer in
colour to your surface, and the surface will look harder. This is a bit of
a silly example, I expect it will look horrible, but it is one way in which
you could gain more control over your surface's look, similar to falloff.
But I'm not sure that all of falloff's behaviour can be replicated in pov
without modification.


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