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Hi,
PovRay.
- Is there any chance to implement blurry reflections in Povray?
- Will there ever be another GI mode (I think of path tracing :)
brixX
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"brixX" <og_### [at] webde> wrote:
> Hi,
>
> PovRay.
>
Perhaps fresnel reflection is what you want in POV (See fresnel in "3.5.3.4
Specular Reflection" in the help.
> - Is there any chance to implement blurry reflections in Povray?
Yes, but you have to create it yourself (See "Is blurred reflection
possible?
" http://tag.povray.org/povQandT/languageQandT.html#blurredreflection)
-tgq
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brixX <og_### [at] webde> wrote:
> - Is it possible to create a ramp material (in Blender it?s called ramp, in
> cinema 4d it?s called fresnel)
Could you be more specific?
(You can find something in the documentation if you search for 'fresnel',
but I'm not sure if it is what you are looking for.)
> - Is there any chance to implement blurry reflections in Povray?
Why? You can already do blurry reflections in POV-Ray:
http://tag.povray.org/povQandT/languageQandT.html#blurredreflection
> - Will there ever be another GI mode (I think of path tracing :)
What is it?
--
- Warp
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news:web.44468c5a17a48cdd95c034480@news.povray.org...
> Hi,
>
> PovRay.
>
in
is that what you mean?
pigment
{
marble // linear ramps or "wood" for concentrical ramps
color_map
{
[ 0.0 rgb 0 ]
[ 1.0 rgb 1 ]
}
ramp_wave // for marble and wood patterns defaut waveform is triangle
so you have to put the ramp_wave statement
}
//Marc
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"brixX" <og_### [at] webde> wrote:
And falloff in 3DSMax? It's not easy, I think. You will need to use more
than one POVRay texturing method to imitate the effect of ramp. You might
start by looking at the brilliance (for diffuse) and metallic (for specular
highlights) keywords. Anything more sophisticated/closer to ramp will
require you to mix between textures using a texture_map. Example (uses the
angle-of-incidence pattern, which you'll find in MegaPov):
#declare SpecDim = texture {
pigment { colour rgb <0,0,1> }
finish { specular 1 roughness 0.01 brilliance 0.5 }
}
#declare SpecBright = texture {
pigment { colour rgb <0,0,1> }
finish { specular 1 roughness 0.01 metallic brilliance 5 }
}
#declare LightDirection = <1,2,3>;
#declare MyOddTexture = texture {
pigment_pattern { aoi LightDirection }
texture_map {
[0.0 SpecBright ]
[0.5 SpecDim ]
}
}
Close to your light source, the specular highlights will appear closer in
colour to your surface, and the surface will look harder. This is a bit of
a silly example, I expect it will look horrible, but it is one way in which
you could gain more control over your surface's look, similar to falloff.
But I'm not sure that all of falloff's behaviour can be replicated in pov
without modification.
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"brixX" <og_### [at] webde> wrote:
> - Will there ever be another GI mode (I think of path tracing :)
Is this:
http://graphics.stanford.edu/~henrik/images/global.html
incorrect? It looks like radiosity + photon mapping should be faster and
produce lower noise than simple path tracing based on those examples.
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