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Daren Scot Wilson wrote:
>
> Just want to clarify some details. The IOR in the dispersion patch is
> an exponential function of color number. By color number, i mean i'm
> counting subrays that are traced, from 1 to disp_nelems. In other
> words, each subray uses an IOR a certain ratio higher than the previous
> subray.
Ok, I understand that. So no _real_ dispersion :( (;-))
Another thing I noticed (sh*t that I didn't take the
POV source with me to demonstrate it):
Make a scene with a perfectly clear, non reflecting but
refracting sphere sitting on, say, a checker floor.
Render it once with and once without dispersion and
you'll notice that the dispersion version is slightly
brighter...
Could this be the common error made in the gamma-correction
code?
Markus
--
Ich nicht eine Sekunde!!!" H. Heinol in Val Thorens
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