POV-Ray : Newsgroups : povray.news-submissions : Spectral Rendering with POV-Ray : Re: Spectral Rendering with POV-Ray: comments on the tutorial Server Time
6 Oct 2024 01:04:15 EDT (-0400)
  Re: Spectral Rendering with POV-Ray: comments on the tutorial  
From: Ive
Date: 28 Sep 2012 08:34:17
Message: <50659949$1@news.povray.org>
Am 28.09.2012 10:05, schrieb Thomas de Groot:
> I patched in an updated gold nugget bowl with M_Gold(0.9). I first tried
> a reflectance of 0.5 to see the difference.
>
Looks better, methinks ;)

The problem with most of these "old" texture definitions is not only the 
rgb vs. srgb problem. They are simply designed at a time when nobody was 
using radiosity or HDR-lighting (i.e. not necessarily HDRI but 
light_sources with emitting values higher than 1.0). For example 
golds.inc uses an ambient term for the color *calculation* but ambient 
(as part of the finish) gets meanwhile switched off as soon radiosity is 
used.
I'm always did find it easier to use textures that come close to real 
world physics (within the limitations of raytracing) and as such do work 
under all lighting conditions (conventional with/without radiosity and 
radiosity only) instead of tweaking a texture every time I use it.
To me this is not so much about photorealism, it is more about laziness ;)

-Ive


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