As I brought up in p.b.i, RC3Metal failed to take into account the
diffuse finish in setting highlights. This oversight has been corrected
in version 2.0 of RC3Metal, but you may have to increase the Hilite
argument to RC3M_Set_functions() or RC3M_Set_highlight() to get textures
similar to those of previous versions. For textures with a high
Specularity argument, this change makes little or no difference.
Another change is that the default highlighting has been made uniform
across POV-Ray versions 3.5 to 3.8. A side effect of this change is
that parameter RC3M_Albedo is forced off, so if you want RC3Metal to use
'diffuse albedo', you need to set it *after* including rc3metal.inc.
Nevertheless, I recommend using RC3M_Set_highlight() for brilliance
coordination, rather than setting RC3M_Albedo.
For those who want zero ambient on your metals, instructions are given
for this. RC3Metal has always had this capability, but it was not made
explicit in the User Manual until now.
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