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Op 14/04/2021 om 18:00 schreef Alain Martel:
>> Op 14-4-2021 om 12:22 schreef Bald Eagle:
>>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>>
>>>> So, to be correct, I should also change all the single 0.000 components
>>>> of colour triplets to 0.004.
>>>
>>> And for realism, always some small amount of reflection in every
>>> finish (but
>>> maybe our radiosity covers that already)
>>> I usually use an E = 0.000001 to avoid coincident surface type stuff
>>> For the granites I used #declare _not0 = 1/256; // a small non-zero
>>> value since
>>> it was the same character length as 0.000 and fit nicely into the
>>>
>> Smart! ;-)
>>
>>>
>>> With regard to the duplicate finish blocks, there was certainly a
>>> difference
>>> when I rendered the base texture vs the full layered texture.
>>>
>> Yes, there is a difference. I need to test this more thoroughly though
>> to see what the different finishes do to the final render because I am
>> not entirely sure about the transparant parts of the second layer.
>>
>> Shall report back later.
>>
> One thing that can be done with layered textures with a finish in more
> than one is to simulate varnished metals.
>
> Have the base texture with metallic highlights and reflection, while the
> top texture is transparent with fresnel highlights and reflection. Just
> need to add an interior for the ior.
>
> The rendered image is quite similar to actual varnished metal.
Ah! That is an idea! Thank you Alain; I certainly want to play with this.
--
Thomas
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