I guess:
reflection {1 metallic) = reflection 1 reflect_metallic
Brilliance isn't needed at all since diffuse = 0.
--
Jonathan
"Bob H." <omn### [at] msncom> ha scritto nel messaggio
news:3b8c6c4b@news.povray.org...
> "JRG" <jrg### [at] hotmailcom> wrote in message> news:3b8c1030@news.povray.org...> >> > "Tony[B]" <ben### [at] catholicorg> ha scritto nel messaggio> > news:3b8a7a2b@news.povray.org...> >> > > finish> > > {> > > ambient 0 diffuse 0> > > reflection {1 metallic}> > > specular 3 roughness 0.01> > > metallic conserve_energy> > > }> >> > Perfectly polished mirrors, and nice new syntax for reflection... Why
are
> > you using conserve_energy with non-transparent objects?>> I believe conserve_energy can reduce reflection oversaturation even on> opaque objects. But, "why are there two 'metallic' keywords used and no> brilliance?", is my question. :-)>> Bob H.>>
From: Bob H
Subject: Re: Focal-Blur Fun! (80kbu)
Date: 29 Aug 2001 07:38:38
Message: <3b8cd43e@news.povray.org>
"JRG" <jrg### [at] hotmailcom> wrote in message
news:3b8cc7d2$1@news.povray.org...
> I guess:> reflection {1 metallic) = reflection 1 reflect_metallic>> Brilliance isn't needed at all since diffuse = 0.
Ahhh, smart. I had to go back to reading and rendering to be sure how it
all does work and I see I've connected brilliance with metallic yet it isn't
so.
And you were right about conserve_energy only working on semitransparent
objects too, sorry.
That's what I get for having a mind that builds up it's own ideas about
things, unfortunately in often haphazard ways.
Bob H.
> That's what I get for having a mind that builds up it's own ideas about> things, unfortunately in often haphazard ways.>> Bob H.>
Welcome to the Club ;)
Are there any of use who are not subject to that phenomenon ?
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Y