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On 14/08/2012 11:51, clipka wrote:
> Way better.
>
> Still not perfect though, I think.
Just to be clear: I'm not going for perfection, I'm going for speed
while maintaining believability.
> Are you using highlights to fake the
> reflection?
yes
> Note that the default highlight parameterization is not
> energy-conserving; try using the new "albedo" option (e.g. "specular
> albedo 1.0" for a surface that reflects 100% of all incoming light).
let's give that a try :)
> You
> also need to take into account that your moon is not a full sphere, but
> only some 40% of it.
using specular highlights, the only way to take that into account, is by
lowering the brightness of the light_source, which I of course do :)
..though I'm not sure, I'm doing it the physically correct way, but it
looks OK
> Try with true reflection for reference.
I just did :o
Either my moon-"object" (it's not an object, it's pigment on the
sky_sphere.. btw: I lied, the sky exists of more than just a sky_sphere:
each cloud layer is a large sphere by itself) is too dim, or my
light_source was way too bright, or the specular highlights were way wrong.
Probably a combination of all three :)
Anyway, here's the revised version, with a brighter moon-pigment, dimmer
moon-light and redone specular hightlights.
Low resolution landscape and no area_lights this time though.
And yes, I know it's a very dark image, but what do you expect, it's the
middle of the night over there! :)
Just for fun, I also tried to adjust the time, while keeping the
location of the moon, so I'd get a more full moon.
Still have to work on an automatic moon placement.
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