POV-Ray : Newsgroups : povray.general : Explaining for you anisotropic scattering Server Time
18 Nov 2024 01:22:42 EST (-0500)
  Explaining for you anisotropic scattering (Message 1 to 7 of 7)  
From: Hugo
Subject: Explaining for you anisotropic scattering
Date: 10 Nov 2002 16:11:45
Message: <3dcecb91@news.povray.org>
I thought some of you might like to know more about, what anisotropic
scattering really is, so I'll share this link with you:

http://www.neilblevins.com/cg_education/aniso_ref/aniso_ref.htm

I found it very useful, though be prepared to read a little about 3dsMAX and
Brazil as well.. (bad!)

Regards,
Hugo


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From: Jide
Subject: Re: Explaining for you anisotropic scattering
Date: 11 Nov 2002 11:59:42
Message: <3dcfe1fe$1@news.povray.org>
Hugo wrote:
> I thought some of you might like to know more about, what anisotropic
> scattering really is, so I'll share this link with you:
>
> http://www.neilblevins.com/cg_education/aniso_ref/aniso_ref.htm
>
> I found it very useful, though be prepared to read a little about 3dsMAX
and
> Brazil as well.. (bad!)
>
> Regards,
> Hugo

Did I miss something?
The page is about anisotropic reflections. I got the impression from message
that it was about scattering media.

--
-Jide


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From: Tony LaVigne
Subject: Re: Explaining for you anisotropic scattering
Date: 11 Nov 2002 12:25:04
Message: <web.3dcfe74a47f1f20888d4e3910@news.povray.org>
Hugo wrote:
>I thought some of you might like to know more about, what anisotropic
>scattering really is, so I'll share this link with you:
>
>http://www.neilblevins.com/cg_education/aniso_ref/aniso_ref.htm
>
>I found it very useful, though be prepared to read a little about 3dsMAX and
>Brazil as well.. (bad!)
>
>Regards,
>Hugo
>
Hugo,
It was educational.  Is there a texture option for this in POV-RAY?  For
example, if I wanted a brushed metal effect.
Thanks
Tony
xen### [at] xenomechanicscom


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From: Christopher James Huff
Subject: Re: Explaining for you anisotropic scattering
Date: 11 Nov 2002 12:39:23
Message: <chrishuff-0EC455.12390811112002@netplex.aussie.org>
In article <web.3dcfe74a47f1f20888d4e3910@news.povray.org>,
 "Tony LaVigne" <ton### [at] xenomechanicscom> wrote:

> It was educational.  Is there a texture option for this in POV-RAY?  For
> example, if I wanted a brushed metal effect.

The blurred texture technique using an average texture is capable of 
simulating this:
http://www.students.tut.fi/~warp/povQandT/languageQandT.html#blurredrefle
ction

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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From: Christopher James Huff
Subject: Re: Explaining for you anisotropic scattering
Date: 11 Nov 2002 12:49:57
Message: <chrishuff-D9566C.12494211112002@netplex.aussie.org>
In article <chr### [at] netplexaussieorg>,
 Christopher James Huff <chr### [at] maccom> wrote:

> The blurred texture technique using an average texture is capable of 
> simulating this:
> http://www.students.tut.fi/~warp/povQandT/languageQandT.html#blurredrefle
> ction

You might find this useful as well:
<http://news.povray.org/povray.binaries.images/25008/>

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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From: Hugo
Subject: Re: Explaining for you anisotropic scattering
Date: 12 Nov 2002 05:32:33
Message: <3dd0d8c1@news.povray.org>
Jide wrote:
> The page is about anisotropic reflections.
> I got the impression from message
> that it was about scattering media.

Sorry I don't know the difference.
I'm constantly learning... :o)

Regards,
Hugo


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From: Christopher James Huff
Subject: Re: Explaining for you anisotropic scattering
Date: 12 Nov 2002 16:54:37
Message: <chrishuff-178AEC.16533812112002@netplex.aussie.org>
In article <3dd0d8c1@news.povray.org>, "Hugo" <hua### [at] post3teledk> 
wrote:

> > The page is about anisotropic reflections.
> > I got the impression from message
> > that it was about scattering media.
> 
> Sorry I don't know the difference.
> I'm constantly learning... :o)

To be fair, both things are "scattering". The current version of POV 
just only uses that term in relation to scattering media, so that is the 
first thing that people here are going to think of.

Volumetric scattering:
Smoke or sun beams, POV media.

Subsurface scattering:
Things like translucent marble, a kind of volumetric scattering. You can 
do it in POV using media, but there are specialized algorithms that are 
faster, but aren't implemented in POV.

Surface scattering:
Any light bouncing off a surface, including reflections and shading as 
the direction of light becomes more parallel to the surface. In POV and 
most other renderers, specular reflection (like mirrors) and diffuse 
reflection (shading) are separate, diffuse is approximated with a simple 
function of the angle of the normal to the light source, and specular 
reflection by tracing a ray. That page is probably about techniques for 
controlling this kind of scattering. Anisotropic means it is dependant 
on direction as opposed to isotropic where it is the same independant of 
direction, like a brushed aluminum ball compared to a polished chrome 
one. POV can simulate most of this kind of thing with average textures.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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