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I saw some "true" arealight speculars on some Brazil site.
I wonder (like some other ppl seem to atm) if it could be
coded into area_light so you don't have to use ridiculous
amount of point lights to get the desired effect.
-Jide
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Jide <jid### [at] koti soon fi> schrieb in im Newsbeitrag:
3c205fa2@news.povray.org...
> I saw some "true" arealight speculars on some Brazil site.
> I wonder (like some other ppl seem to atm) if it could be
> coded into area_light so you don't have to use ridiculous
> amount of point lights to get the desired effect.
>
You can do it with blurred reflection and reflection exponent:
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> You can do it with blurred reflection and reflection exponent:
but it would be nice if you didn't have to use a work around, which I
conceder this to be.
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
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"Rick [Kitty5]" <ric### [at] kitty5 com> wrote in message
news:3c20991c@news.povray.org...
> > You can do it with blurred reflection and reflection exponent:
>
> but it would be nice if you didn't have to use a work around, which I
> conceder this to be.
>
It isn't a workaroud, it's reality. Specular or phong highlight models are
*really* the workaround, as they are only a simulated highlight, but they
are a lot easier and faster to work with (for round light sources). That
being said, I don't know what it would take to simulate non-spherical
highlights other than using several (read hundred) pointlights over the
shape of the arealight.
-tgq
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Trevor Quayle wrote:
>
> > > reflection exponent
>
> It isn't a workaroud, it's reality.
Is this the same thing that the manual describes as:
This is a somewhat experimental feature designed for
artistic use. It does not directly correspond to any
realworld reflective properties.
_____________
Kari Kivisalo
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"Kari Kivisalo" <ray### [at] engineer com> wrote in message
news:3C20AAD5.B6DD2D36@engineer.com...
> Trevor Quayle wrote:
> >
> > > > reflection exponent
> >
> > It isn't a workaroud, it's reality.
>
> Is this the same thing that the manual describes as:
>
> This is a somewhat experimental feature designed for
> artistic use. It does not directly correspond to any
> realworld reflective properties.
Hmm, you've got me there.
I suppose I was referring to fresnel reflection which is the one I use most
of the time (which is supposed to be more reality based).
My real point here, however, was the specular and phong highlights aren't
realistic (they are just models that simulate the highlights), that in
Reality, highlights are actually the reflections of bright objects (the
basis of POVRay's reflection model aside)
-tgq
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Trevor Quayle wrote:
>
> in Reality, highlights are actually the reflections of bright objects
Yes and blurred reflection and ambient sources with realistic
intensities should produce some pretty highlights. In radiosity
scenes the ambient sources are a bit problematic because
they require high sample count and and higher recursion
limit than regular lights.
_____________
Kari Kivisalo
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