|
|
I have been trying to do scenes without specular highlighting for some time
now and take advantage of the fresnel type reflection. I have been using a
white sphere with a high ambient value (say 100) with global ambient set to
1. All other textures have ambient set explicitly to 0. This seems to work
as I want it to for shiny surfaces. I'm still working on a way to get a
blurred reflection.
-tgq
Try the following scene:
--start--
global_settings {
assumed_gamma 1.0
max_trace_level 25
ambient_light 1
}
camera {
up y
right x*image_width/image_height
location <3,2,-3>
look_at <0,1,0>
}
#declare LB=sphere{0 .5 hollow pigment{rgb 1} finish{ambient 50}}
light_source{0
rgb 1
looks_like{LB}
fade_power 2
fade_distance 5
translate <3,3,-3>
}
plane {y 0 pigment{checker rgb 1 rgb 0}}
#declare M1=
material{
texture{
pigment{red 1}
finish{
conserve_energy
ambient 0
diffuse 0
reflection {
0 1
fresnel on
metallic 1
}
}
}
interior{ior 25}
}
#declare M2=
material{
texture{
pigment{red 1}
finish{
conserve_energy
ambient 0
diffuse .25
reflection {
0 1
fresnel on
metallic 0
}
}
}
interior{ior 1.3}
}
sphere{<1,1,1> 1 material{M1}}
sphere{<-1,1,-1> 1 material{M2}}
--end--
Post a reply to this message
|
|