POV-Ray : Newsgroups : povray.binaries.images : Ambient and cast shadows on metallic textures : Re: Ambient and cast shadows on metallic textures Server Time
28 Jan 2022 02:54:22 EST (-0500)
  Re: Ambient and cast shadows on metallic textures  
From: Thomas de Groot
Date: 26 Nov 2021 02:14:37
Message: <61a0895d$1@news.povray.org>
Op 25/11/2021 om 19:28 schreef Cousin Ricky:
> On 2021-11-25 3:33 AM (-4), Thomas de Groot wrote:
>> Thanks for this.
> 
> You're welcome.
> 
>> There is a catch. The Clipka Grimoire tells us (1) to use high quality
>> radiosity with metallic finishes, and (2) that ambient is/ disabled/
>> when using radiosity, from version 3.7 onwards.
> 
> Naturally.  This post was intended primarily for non-radiosity scenes.
> But an important co-issue of the ambient discussion is whether metallic
> textures should have a diffuse component, and this is relevant whether
> or not radiosity is used.
> 
> Of course, if you are using radiosity with 3.6.* or earlier, you should
> explicitly set all ambients to zero.  If you have no glow-in-the-dark
> objects, you can to this with global_settings { ambient_light 0 }.
> Otherwise, you should use a #default statement, so that you can retain
> the ability to set ambients on the glowing objects.
> 
Very good. You have taken my worries away. :-)

Needless to say that I shall read (and apply) your stuff very carefully. 
Thanks again.

-- 
Thomas


Post a reply to this message

Copyright 2003-2021 Persistence of Vision Raytracer Pty. Ltd.