POV-Ray : Newsgroups : povray.general : Reg- Scene/ Object Reflectivity pattern calculation : Re: Reg- Scene/ Object Reflectivity pattern calculation Server Time
29 Jul 2024 10:31:37 EDT (-0400)
  Re: Reg- Scene/ Object Reflectivity pattern calculation  
From: Mahadeesh
Date: 3 Apr 2013 00:55:04
Message: <web.515bb5e98779cae0f0688a760@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> Mahadeesh wrote:
>
> > I agree that we cant simulate microwave backscattering effect, but instead of
> > that an light model is considered here. Can you throw some light on the line
> > "diffuse texture for the back scattering" as mentioned in your post ? Similarily
> > on the "radiosity for the bounces" ?
>
> it would probably be helpful if you play a bit with povray just to see
> how light, objects and textures are defined to render images. The manual
> covers this very well.
>
> Basically a texture defines how the surface of an object interacts
> with light. For example, a white object will reflect all light and a
> black object reflects no light. The amount also depends on the angle
> between surface and incident light, with diffuse lighting it it
> proportional to cosinus of angle.
>
> Classic raytracing only considers light source and object, but
> the radiosity feature of povray can also calculate how the diffuse
> reflection from one object can illuminate a second object. Again,
> have a look at the manual and sample scenes to learn more.
>
> Note that you will not get phase information from povray (and no
> other meaningful results related to wavelength). Colors in povray
> are only simulated as RGB and not real spectral response.

Hello,

I will definitely start with the concepts which you mentioned. Thank you.

Regards,
M


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