POV-Ray : Newsgroups : povray.off-topic : Physically based rendering : Re: Physically based rendering Server Time
6 Oct 2024 09:19:14 EDT (-0400)
  Re: Physically based rendering  
From: clipka
Date: 23 Jun 2015 14:41:42
Message: <5589a866$1@news.povray.org>
Am 22.06.2015 um 18:07 schrieb clipka:

> - You can freely combine elements from different sources. In a non-PBR
> environment, only the combination of materials and lighting can be
> assessed for whether they are convincing or not, and any attempt to set
> up some "neutral" setting to assess just one or the other is moot: To
> assess whether a lighting setup is "neutral" it would have to be tested
> with known "neutral" materials, but to assess whether a material is
> "neutral" in the first place it would have to be tested with a known
> "neutral" lighting setup - a classic hen and egg problem. In practice,
> different authors will inevitably have different ideas what a chicken
> actually is. In a PBR environment, however, a material can be assessed
> simply by checking whether the parameters plugged in match the optical
> characteristics observed in reality, without rendering even a single
> image, and the same goes for lighting setups. So even if you don't have
> the facilities to measure the exact optical chracteristics of all your
> materials and lighting setups, you can jump-start your chicken farm from
> a small set of precisely known materials and lighting setups.

Seems like this is a much bigger issue in the gaming industry than I 
previously thought. Apparently, up to now it has been customary in 
high-end games to have different variants of one and the same material 
for different lighting conditions.


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