POV-Ray : Newsgroups : povray.off-topic : Physically based rendering : Re: Physically based rendering Server Time
6 Oct 2024 07:01:24 EDT (-0400)
  Re: Physically based rendering  
From: clipka
Date: 23 Jun 2015 13:35:33
Message: <558998e5$1@news.povray.org>
Am 23.06.2015 um 19:22 schrieb clipka:
> Am 23.06.2015 um 09:28 schrieb Thomas de Groot:
>> On 22-6-2015 18:07, clipka wrote:
>>> POV-Ray has been heavily geared towards PBR in recent times, and UberPOV
>>> should by now be a viable PBR tool, provided you stick to the following
>>> rules:
>>
>> Now, that is a comprehensive tutorial about do's and dont's. Thanks
>> indeed Christoph.
>
> Forgot two things:
>
> - Always use "fresnel on" for the entire finish block (you'll need a
> POV-Ray 3.7.1-alpha build for this, or UberPOV; don't forget to specify
> "ior"), even if you're not using "specular", unless you are using
> subsurface scattering.
>
> - When using "brilliance", always use "brilliance FLOAT, FLOAT" with
> both parameters set to the same value, and specify "brilliance on" in
> the radiosity block. (You'll need a POV-Ray 3.7.1-alpha build for these,
> or UberPOV.)

Oh, and another one:

- Always, I mean /really/ always and without exception, use 
"assumed_gamma 1.0".

I guess this one is so trivial for me that I entirely forgot to mention it.


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