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"Timothy Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3B99A9F6.E0E5D4EC@scifi-fantasy.com...
> Ok, here's some things that've been bugging me about raytracing for a
while
> which might have simple work-arounds.
>
> 1. Shadow fuzziness. In the "real world", a shadow is nice and sharp
when
> the object blocking the light is right next to the surface on which it
> is casting the shadow, and blurred as altitude above surface
increases.
> In POV, the shadow is nice and sharp the whole way if default settings
> are used. How to fix?
Try area lights
>
> 2. Reflections in different type of materials. With reflection, things
> like highly-polished metal reflect ad infinitum. Things like
lineoleum
> reflect things close to them, but become less reflective as object
> distance increases, with the exception of lighting. This is not
> quite simply blurring the entire reflection, more like the reflection
> being 'foggy' (but not fading to a specific colour, instead fading to
> 'nothing'). I suppose I could achieve this (somewhat) by making two
> renderings (one with fog, one without) and compositing them with the
> desired surfaces from the foggy one overlaid on the other, but it
> seems a hack.
>
Try Pov 3.5 fresnel reflection (read the docs for info on how it works) I've
been doing a lot of experimentation in this area lately.
-tgq
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