|
|
Am 23.07.2014 20:18, schrieb Nekar Xenos:
> What I would like to see with radiosity is a system that distinguishes
> between different materials. Smooth shiny materials should have a
> smaller cone of scattering than cement which should have a very wide
> angle of scattering.
Well... no, not really. In smooth shiny materials, the primary direction
of the cone of scattering virtually always depends on the angle of the
incoming light, approaching classic specular reflection as the object
gets even smoother.
To model such cases, POV-Ray's radiosity approach is inherently
unsuited, because the sample information needs to be very
memory-efficient and thus quite limited - POV-Ray only stores a single
weighted average of all the light coming in, so any information about
the direction of the incoming light is lost entirely.
What really kicks ass for smooth shiny (but not perfectly polished)
materials is blurred reflections; with a strong blur it can even give a
subtle edge to comparatively dull materials
That doesn't mean your idea would be all nonsense though - see the stuff
I happen to have just shown off in the "Brilliant Spheres" thread on
povray.binary.images ;-)
(Actually it's not /that/ much of a coincidence: As a first approach at
"replacing" radiosity I plan to actually just keep using it but not
cache the results (plus make sure that the secondary rays shot are
different each time); and as I want UberPOV to fully support non-default
brilliance settings, I figured that I might just as well add that to
POV-Ray's radiosity first... And then one thing led to another, and I
found myself adding all those fancy finish improvements that had been on
my agenda for so long...)
Post a reply to this message
|
|