POV-Ray : Newsgroups : povray.advanced-users : Realistic scattering : Re: Realistic scattering Server Time
20 Apr 2024 11:35:44 EDT (-0400)
  Re: Realistic scattering  
From: IGM
Date: 6 Apr 2018 13:30:00
Message: <web.5ac7ae12798d406981e21df40@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> You can model an ideal diffuser sheet using a patch primitive (such as a
> triangle, an open mesh or a bezier patch*), and using the two-value
> `diffuse` syntax, aka backside illumination, like so:

Is it possible also with simple objects like boxes? If not, why?

> This tells POV-Ray that from all the light shining onto the surface of
> the object, 60% should be reflected in a lambertian manner, i.e.
> independent of the incident light angle and with a cos-law distribution,
> while another 30% should be emitted on the other side, also independent
> of the incident light angle and with a cos-law distribution.

Are photons needed for this effect?

> Of course real-life diffuser sheets aren't ideal, as transmitted light
> /is/ dependent on incident light angle, so if you need to model the
> material more precisely, in its current form the backside illumination
> is probably of little use to you.

May "fresnel" keyword help?

Thank you!!
igmar


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