POV-Ray : Newsgroups : povray.general : more realistic attenuation in 3.5? : Re: more realistic attenuation in 3.5? Server Time
20 Nov 2024 12:34:47 EST (-0500)
  Re: more realistic attenuation in 3.5?  
From: Niels Boehm
Date: 8 Sep 2001 15:21:16
Message: <Pine.OSF.3.96.1010908211304.2340A-100000@paxp12.mipool.uni-jena.de>
On Sat, 8 Sep 2001, Bob H. wrote:

> "Niels Boehm" <boh### [at] minetuni-jenade> wrote in message
> news:Pin### [at] paxp12mipooluni-jenade...
> 
> > i have been wondering whether the recent 3.5 version of POVray
> > features a different attenuation formula in comparison to 3.1a
> > (that's the version i have) ...
> 
> It has carried over the "more realistic attenuation" from MegaPOV 0.7.
> Use it by specifying a number of 1000 or greater for 'fade_power'.

Well, then I'll have to wait until 3.5 possibly gets ported to my 
platform ;)

> > Well, actually, the formula in 3.1a is not bad, as it
> > approximates reality quite well, but it is not 100% correct ...
> > it should be an exponential decay - something like Inew = Iold *
> > (e ** (- k * d)), with e = 2.718.., ** = power, k = constant
> > determining the strength of attenuation, d = distance the ray had
> > to take through the medium - instead, shouldn't it?
> 
> Don't ask me.  ;-)
> The doc says:  Attenuation = exp(-depth/fade_dist)

Yeah, that's virtually the same formula as i suggested ;)
(with k = 1/fade_dist)

> However, that's only for 'interior' and not for lights.  Light sources still
> only use the usual linear, quadratic, etc., fading.

Well, the attenuation in the interior of objects was exactly what i
was interested in, since the other stuff is quite correct as it is.


Thanks,
Niels Boehm


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