POV-Ray : Newsgroups : povray.binaries.images : MegaPOV 0.4 Blinn Highlights? <2 jpg's - 39k> Server Time
3 Oct 2024 13:21:25 EDT (-0400)
  MegaPOV 0.4 Blinn Highlights? <2 jpg's - 39k> (Message 11 to 12 of 12)  
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From: Bob Hughes
Subject: Re: Blinn Highlights Part Two <32k jpg>
Date: 3 Feb 2000 04:28:05
Message: <38994a25@news.povray.org>
It takes some scrutinizing, I can see the slight differences, although I haven't
even tried this myself yet and so don't know if the float values would be the
same or not.  I guess if there were a "difference" it is the highlight diffusion
being sometimes more, sometimes less, depending on the angle of light source to
the object surfaces.  In a similar way to how angle dependant reflection works
maybe.  Or did I read that somewhere?

Bob

"Eric Freeman" <eri### [at] datasynccom> wrote in message
news:3898fd13@news.povray.org...
| "Bob Hughes" <omn### [at] hotmailcom?subject=PoV-News:> wrote in message
| news:3898cbf2@news.povray.org...
| >
| > I think you should try 'reflect_metallic' in the
| > 'specular' version just to compare directly
| > across then.
|
| Here it is.  But since the "#version unofficial MegaPov 0.4;" statement must
| come before the "#declare FinishName = ...." statement this image also uses
| the new 0.4 features that share the "reflection" keyword with official POV.
| As you can see, this looks just like the Mega 0.4 version, so I guess it is
| these features and not blinn that make the big difference.
|
| Eric
| --------------------
| http://www.datasync.com/~ericfree
| --------------------
| "The whole problem with the world is that fools and fanatics are always so
| certain of themselves, but wiser people so full of doubts."
| --Bertrand Russel
|
|
|
|
|


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From: Eric Freeman
Subject: Re: Blinn Highlights Part Two <32k jpg>
Date: 3 Feb 2000 12:56:33
Message: <3899c151@news.povray.org>
"Bob Hughes" <omn### [at] hotmailcom?subject=PoV-News:> wrote in message
news:38994a25@news.povray.org...
>
> It takes some scrutinizing, I can see the slight
> differences,

Slight differences can make a picture.  Often small area lights, a slight
focal blur and a little light fading can make an average picture
outstanding.

> although I haven't even tried this myself yet and
> so don't know if the float values would be the
> same or not.

I didn't use the same values... I just tried to get the two textures to have
similar highlight properties.  For example, the original F_MetalC, D and E
have the same amount of specular (0.80) but my blinn versions have 2.0, 1.9
and 2.1.

> I guess if there were a "difference" it is the
> highlight diffusion being sometimes more,
> sometimes less, depending on the angle of
> light source to the object surfaces.

It also seems like the highlight is grayer and reflects less (but that could
be changes in the "reflection" property, which has been changed in Mega
0.4).  I'll be doing some more experimenting, making textures that don't use
reflection.

Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts."
--Bertrand Russel


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