|
|
SamuelT. <STB### [at] aolcom> wrote...
> The water is bright no matter what in this. Seems to me it might be
> an angle-dependent reflection thing.
This is not so much of a bug as a lacking feature. You see, POV originally
did not have angle-dependent textures, so you could get by with a constant
filter/transmit.
Now that angle-dependent textures are available, we need to allow filter and
transmit to be dependent on the reflection value.
So, in the next release of MegaPov, there will be available a flag that you
can put in your finish statement called "conserve_energy". When reflection
increases, filter/transmit will decrease proportionally. (e.g. If
reflection is calculated to be 80%, your filter & transmit will be
multiplied by 0.20 which is 20%.) This will conserve energy and keep things
'balanced', as Chris says.
Note that diffuse and ambient will not be affected by this automatic
balancing.
-Nathan
Post a reply to this message
|
|