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On 2022-01-17 19:52 (-4), Cousin Ricky wrote:
>
> It seems logical that if two spheres present the same color, the
> macro setting the highlight should give both spheres the same highlight.
>
> ... and I need to fix that.
Last night, while I was trying to get to sleep with a streetlight
shining through my window (long story), a solution came to me. There is
still a slight difference that I can't explain. My guess is that even
with a totally black pigment, there is some Fresnel effect, which
POV-Ray applies, while as far as my proposed solution is concerned,
diffuse 0 + reflection 0 = specular 0. I doubt the difference will be
significant in practice, but I may take a look at the Fresnel formula
anyway.
These are the textures used on the two black spheres:
----------[LEFT SPHERE (BLACK PIGMENT)]----------
pigment
{ color <0.0000, 0.0000, 0.0000, 0.0000, 0.0000>
quick_color <0.0000, 0.0000, 0.0000>
}
finish
{ reflection { 0.0000 metallic }
diffuse 1.0000
ambient rgb <0.0000, 0.0000, 0.0000>
emission 0
brilliance 1.6667
specular albedo 0.2500 metallic
roughness 0.02500
}
----------[RIGHT SPHERE (ZERO DIFFUSE)]----------
pigment
{ color <0.9900, 0.7600, 0.3300, 0.0000, 0.0000>
quick_color <0.9900, 0.7600, 0.3300>
}
finish
{ reflection { 0.0000 metallic }
diffuse 0.0000
ambient rgb <0.0000, 0.0000, 0.0000>
emission 0
brilliance 1.6667
specular albedo 0.000 metallic
roughness 0.02500
}
----------[END CODE]----------
P.S. About using zero reflection and a high diffuse in a metallic
texture, I did mention that I was cheating, right?
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Attachments:
Download 'test_diffuse_hilite-b1.jpg' (57 KB)
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