POV-Ray : Newsgroups : povray.general : Anisotropic reflection? : Re: Anisotropic reflection? Server Time
20 Nov 2024 02:28:49 EST (-0500)
  Re: Anisotropic reflection?  
From: JRG
Date: 16 Nov 2001 18:52:36
Message: <3bf5a6c4@news.povray.org>
Maybe with PovMan...

"Timothy R. Cook" <tim### [at] scifi-fantasycom> ha scritto nel messaggio
news:3BF5A3E7.D80101BE@scifi-fantasy.com...
> I think that what I need isn't straight faded reflection,
> but reflection based on angle of incidence.  (Though I still
> want to know how to do reflection based on distance to
> object being reflected.)
>
> It seems the way POV blurs reflections via the method
> discussed earlier, it never blurs to the extent that
> the reflected image isn't visible.  If you have a blurred
> reflective surface, and a white sphere, you see just as
> much of the sphere at any distance as you would if you
> just had a reflective surface; the data is just scattered.
>
> My question is: how do I construct a surface (using normals
> or *cough* by hand) that does reflection based on angle of
> incidence?  Something like this _/\__/\__/\__, where the
> horizontals are reflective and the ridges aren't?
> --
> Tim Cook
> http://empyrean.scifi-fantasy.com
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> D++(---) G(++) e*>++ h+ !r--- !y--
> ------END GEEK CODE BLOCK------


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