POV-Ray : Newsgroups : povray.general : Actual Specular calculations? : Re: Actual Specular calculations? Server Time
5 Nov 2024 07:15:55 EST (-0500)
  Re: Actual Specular calculations?  
From: Peter Popov
Date: 12 Jun 2003 06:16:10
Message: <mikgev4ebrvk3tktdbg5i77bj86mpksehi@4ax.com>
On Wed, 11 Jun 2003 18:09:13 +0200, "Tim Nikias v2.0"
<tim### [at] gmxde> wrote:

>in order to bleed the
>bright light across the objects boundaries, just like it
>happens in the human eye (or probably any eye, for
>that matter).

Do you want the bleed to actually extend *beyond* the object
boundaries? If not, why don't you use two highlights? For example, I
often use something like this:

finish {
	specular 0.5 roughness 0.0025
	phong 0.25 phong_size 7.5
}

Or you could layer or average textures, one with fully metallic, soft
highlight and the other one with a tight, more plasticy-looking
highlight.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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