POV-Ray : Newsgroups : povray.binaries.tutorials : reflection map : Re: reflection map Server Time
23 Jun 2021 16:55:50 EDT (-0400)
  Re: reflection map  
From: David Wallace
Date: 30 Mar 2005 00:35:10
Message: <424a3a8e@news.povray.org>
Reflection is a part of an object's finish.  Pigments and normals may be mapped 
by patterns, but not finishes.  To pull this off, the whole texture needs mapping:

#declare texShiny = texture {
   pigment { rgb <0.45,0.89,0.67> }
   finish {
     reflection { 0.23, 0.78 falloff 1 }
     brilliance 3
   }
}

#declare texMatte = texture {
   pigment { rgb <0.45,0.89,0.67> }
   finish {
     reflection { 0.00, 0.05 falloff 1 }
     brilliance 1.2
   }
}

#declare texCar = texture {
   gradient y
   texture_map {
     [0.0 texMatte]
     [1.0 texShiny]
   }
}

What I suspect you really want is to model only half the car and then create a 
mirror image.  The answer to that is even easier:

#declare CarLeft = union {
    ...
}

#declare CarRight = object { CarLeft scale <-1,1,1> }

This will simplify modeling, but it won't save trace time.

Le Forgeron wrote:
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> Muniz wrote:
> 
>>Hello people,
>>
>>
>>I'm starting with pov, and I'd like to know if is there any way to use
>>reflection map in pov as texture?
>>
>>I'm modeling a car, and I'd like to use a texture as reflection map to
>>render the image faster (than use reflection tag). It doesn't matter if the
>>reflection is realistic, how do I make it?
>>
> 
> HDRI ?
> sky_sphere ?
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-- 
--------------
David Wallace
TenArbor Consulting
"Just In Time Cash"
www.tenarbor.com
1-866-572-CASH


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