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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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