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From: Tom Melly
Subject: highlight question
Date: 10 May 2002 06:18:16
Message: <3cdb9e68$1@news.povray.org>
In RL, is there any difference between highlights and blurred reflection?

--
#macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
}light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM


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From: Christoph Hormann
Subject: Re: highlight question
Date: 10 May 2002 06:51:09
Message: <3CDBA61D.2026A455@gmx.de>
Tom Melly wrote:
> 
> In RL, is there any difference between highlights and blurred reflection?
> 

In real life there are neither highlights nor blurred reflections, only
waves, photons, atoms and a lot of interferences and even those are only
fairly accurate models.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 05 May. 2002 _____./\/^>_*_<^\/\.______


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From: Rune
Subject: Re: highlight question
Date: 10 May 2002 07:21:27
Message: <3cdbad37@news.povray.org>
Tom Melly wrote:
> In RL, is there any difference between highlights
> and blurred reflection?

I'm pretty sure there isn't. You never see highlights on materials that
reflects mirror-like, only on materials which have "blurred reflection".
You also don't see highlights on surfaces that don't reflect at all.

Rune
--
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Rune's World:  http://rsj.mobilixnet.dk (updated Apr 14)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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From: TinCanMan
Subject: Re: highlight question
Date: 10 May 2002 07:35:00
Message: <3cdbb064$1@news.povray.org>
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3cdb9e68$1@news.povray.org...
> In RL, is there any difference between highlights and blurred reflection?
>
Highlights seen in real life are pretty much the same as reflection, blurred
or otherwise (i.e., highlights on shiny plastic, highlights on rough
plastic.)  If you look closely at a highlight (the less blurred it is) you
should be able to see that it's shape resembles that of the reflection of
light sources or other bright objects.
Lately, in my modeling of textures, I have been trying to avoid using
specular or phong highlight models (in fact, I don't know when the last time
I used them was) in favour of fresnel reflection, visible light sources and
surface 'micro-normals'  (see Duckie and Duckie II from a couple of weeks
ago in p.b.i, no highlight models were used).  However, using this requires
high AA settings and longer render times in order to render the textures
properly.

-tgq


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From: Christoph Hormann
Subject: Re: highlight question
Date: 10 May 2002 07:40:18
Message: <3CDBB1A1.CE9DDA79@gmx.de>
Rune wrote:
> 
> [...]
> 
> I'm pretty sure there isn't. You never see highlights on materials that
> reflects mirror-like, only on materials which have "blurred reflection".
> You also don't see highlights on surfaces that don't reflect at all.

This of course depends on how you define 'highlight', but you can surely
see a bright spot on a mirror ball when illuminated by a light source like
the sun.

The reason for using specular/phong models to simulate the highlight
effect is not only to avoid calculating blurred reflection but also
because you commonly use invisible light sources.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 05 May. 2002 _____./\/^>_*_<^\/\.______


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From: Hugo
Subject: Re: highlight question
Date: 10 May 2002 08:13:37
Message: <3cdbb971@news.povray.org>
> Lately, in my modeling of textures, I have been trying to avoid using
> specular or phong highlight models (in fact, I don't know when the last
time
> I used them was) in favour of fresnel reflection, visible light sources
and
> surface 'micro-normals'

May sound attractive to use such techniques but the rendertime > down the
abyss... And doesn't look much different in the end, based on my tries...
Does fresnel make any difference unless a material has an IOR value?  I
think, only transparant objects should have IOR... Tell me I'm wrong?

Regards,
Hugo


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From: TinCanMan
Subject: Re: highlight question
Date: 10 May 2002 09:10:10
Message: <3cdbc6b2@news.povray.org>
"Hugo" <hua### [at] post3teledk> wrote in message
news:3cdbb971@news.povray.org...
> > Lately, in my modeling of textures, I have been trying to avoid using
> > specular or phong highlight models (in fact, I don't know when the last
> time
> > I used them was) in favour of fresnel reflection, visible light sources
> and
> > surface 'micro-normals'
>
> May sound attractive to use such techniques but the rendertime > down the
> abyss... And doesn't look much different in the end, based on my tries...
> Does fresnel make any difference unless a material has an IOR value?  I
> think, only transparant objects should have IOR... Tell me I'm wrong?
>

In order for fresnel to work (in 3.5) you need an ior.  Read the 3.5 docs on
fresnel for a better understanding and explanation of how it works.  giving
an opaque object an ior value will only affect fresnel reflections since you
can't see through the object anyways.
As for the results looking the same, this is somewhat true for circular
light sources, but not for light sources with other shapes. i.e., ambient
light coming from a square window.
I guess when it comes down to it, I'm a bit of a perfectionist and would
rather try to produce highlights in a more realistic fashion than using
highlight simulation models.

-tgq


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From: Dave Dunn
Subject: Re: highlight question
Date: 10 May 2002 14:12:35
Message: <3CDC0D7D.D82A20AA@aol.com>
Christoph Hormann wrote:

> In real life there are neither highlights nor blurred reflections, only
> waves, photons, atoms and a lot of interferences and even those are only
> fairly accurate models.

Not quite true. The "Real World," what physicists refer to as "local
non-contextual reality," is composed of cars, trees, planets, apples, people
and computers. In this reality, specular highlights are indeed blurred
reflections.Wwaves, photons, atoms and quantum entanglements (interferences)
can only be measured indirectly and are not what most people consider part of
the the real world. A good joke, but a straight answer might have sufficed
here.


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From: Warp
Subject: Re: highlight question
Date: 10 May 2002 15:31:16
Message: <3cdc2004@news.povray.org>
Christoph Hormann <chr### [at] gmxde> wrote:
> This of course depends on how you define 'highlight', but you can surely
> see a bright spot on a mirror ball when illuminated by a light source like
> the sun.

  You are just seeing the Sun reflected on the ball. :)

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From: Christoph Hormann
Subject: Re: highlight question
Date: 10 May 2002 16:17:13
Message: <3CDC2AC9.3C26EB49@gmx.de>
Warp wrote:
> 
> [...]
> 
>   You are just seeing the Sun reflected on the ball. :)
> 

Of course, but you don't get it in a raytracer if you just use a point
light and no specular finish.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 05 May. 2002 _____./\/^>_*_<^\/\.______


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