I guess:
reflection {1 metallic) = reflection 1 reflect_metallic
Brilliance isn't needed at all since diffuse = 0.
--
Jonathan
"Bob H." <omn### [at] msn com> ha scritto nel messaggio
news:3b8c6c4b@news.povray.org...
> "JRG" <jrg### [at] hotmail com> wrote in message
> news:3b8c1030@news.povray.org...
> >
> > "Tony[B]" <ben### [at] catholic org> ha scritto nel messaggio
> > news:3b8a7a2b@news.povray.org...
> >
> > > finish
> > > {
> > > ambient 0 diffuse 0
> > > reflection {1 metallic}
> > > specular 3 roughness 0.01
> > > metallic conserve_energy
> > > }
> >
> > Perfectly polished mirrors, and nice new syntax for reflection... Why
are
> > you using conserve_energy with non-transparent objects?
>
> I believe conserve_energy can reduce reflection oversaturation even on
> opaque objects. But, "why are there two 'metallic' keywords used and no
> brilliance?", is my question. :-)
>
> Bob H.
>
>
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