POV-Ray : Newsgroups : povray.general : Anisotropic reflection? : Anisotropic reflection? Server Time
20 Nov 2024 02:26:56 EST (-0500)
  Anisotropic reflection?  
From: Timothy R  Cook
Date: 16 Nov 2001 18:42:09
Message: <3BF5A3E7.D80101BE@scifi-fantasy.com>
I think that what I need isn't straight faded reflection,
but reflection based on angle of incidence.  (Though I still
want to know how to do reflection based on distance to
object being reflected.)

It seems the way POV blurs reflections via the method
discussed earlier, it never blurs to the extent that
the reflected image isn't visible.  If you have a blurred
reflective surface, and a white sphere, you see just as
much of the sphere at any distance as you would if you
just had a reflective surface; the data is just scattered.

My question is: how do I construct a surface (using normals
or *cough* by hand) that does reflection based on angle of
incidence?  Something like this _/\__/\__/\__, where the
horizontals are reflective and the ridges aren't?
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.