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> "Exoskeleton", but people will look at you funny if you use words like
> that too much... ;-)
>
yes, right !
> That seems to be an approximation...looking at the source code, POV
> seems to use some kind of Fresnel function for textures using
> "metallic". This is for both phong and specular...and apparently phong
> and specular are the only things affected by metallic, and the
> calculations do use the surface color, though it is more complex than a
> simple multiplication.
>
ok, I'll play with it just to get the effect I want, if it is too
> When the spheres overlap more, POV has to solve for more spheres to get
> the one that is in front of the others. If you have 4 spheres
> overlapping in an area, all 4 will have to be computed to render that
> area. When you increase the radius of the small spheres, you increase
> the average number of spheres per pixel, and POV has to do more work to
> render the image.
>
ok, thanks for this precision !
David
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