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Warp wrote:
>
> Nekar Xenos <j-p### [at] citywalk co za> wrote:
> : Talking about specular highlights, I was considering removing them from my car
> : and simulate it with an area light and/or looks_like. Would this work?
>
> The problem with reflection is that it's linear. This means that if you
> have a reflection 0.1, then *everything* which is reflected is multiplied
> by 0.1. This means that a "light source" (with a looks_like object) of
> color <1,1,1> will be multiplied by 0.1, so only <.1,.1,.1> is reflected.
> However, in realitity bright light sources are reflected in polished surfaces
> more than dim light.
I suspect that what's really happening is that the light sources being
reflected are much brighter than we think they are. In POV-Ray,
everything eventually gets clipped at 1, so there's a tendency to not
use anything brighter, but that light source might realistically be
closer to rgb 30.
I wonder what would happen if Kari's dynamic range tricks were used in a
scene with shiny objects, if it would create "realistic" reflections...
-Xplo
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"Trevor Quayle" wrote:
> I have been using a white sphere with a high ambient value
> (say 100) with global ambient set to 1. All other textures
> have ambient set explicitly to 0. This seems to work as I
> want it to for shiny surfaces. I'm still working on a way
> to get a blurred reflection.
Using a normal scaled very small combined with heavy antialiasing would work
if POV-Ray did antialiasing before doing color-clipping to the 0-1 range.
But because POV-Ray do color-clipping before antialiasing, this doesn't
work.
This may sound bad, but there's a reason that POV-Ray works this way. If it
did color-clipping after antialiasing, it would mean that very bright
objects in the scene would not be properly antialiased because the bright
samples in an antialiased pixel would completely outweigh the dim samples,
even if there are more dim samples.
So unfortunately I see no solution...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Yes I have been trying that with limited success, I can get a somewhat
blurry reflection but not much control over it, it renders horrible without
AA as well.
-tgq
"Rune" <run### [at] mobilixnet dk> wrote in message
news:3bc60d42@news.povray.org...
> "Trevor Quayle" wrote:
> > I have been using a white sphere with a high ambient value
> > (say 100) with global ambient set to 1. All other textures
> > have ambient set explicitly to 0. This seems to work as I
> > want it to for shiny surfaces. I'm still working on a way
> > to get a blurred reflection.
>
> Using a normal scaled very small combined with heavy antialiasing would
work
> if POV-Ray did antialiasing before doing color-clipping to the 0-1 range.
>
> But because POV-Ray do color-clipping before antialiasing, this doesn't
> work.
>
> This may sound bad, but there's a reason that POV-Ray works this way. If
it
> did color-clipping after antialiasing, it would mean that very bright
> objects in the scene would not be properly antialiased because the bright
> samples in an antialiased pixel would completely outweigh the dim samples,
> even if there are more dim samples.
>
> So unfortunately I see no solution...
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World: http://rsj.mobilixnet.dk (updated June 26)
> POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>
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Xplo Eristotle wrote:
>
> I wonder what would happen if Kari's dynamic range tricks were used in a
> scene with shiny objects, if it would create "realistic" reflections...
Since dynamic range compression simulates photographs everything
that is correctly simulated in pov, including reflections and
higlights, would look like they look in photographs. With higlights
and other bright spots the over exposure/halo effects would have to
be added separately.
_____________
Kari Kivisalo
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