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Thank you Thorsten.
Sorry for asking again, but I have to be sure.
diffuse component at intersection point 1 (primary ray): A
diffuse component at intersection point 2 (secondary ray): B
Pixel color C in image:
C = A + B (1)
or
C = A + w*B (2)
with w = weight factor
So your answer is: version (2) is correct?
To this end, it would be important for me to know, where this weight is applied
in the source code or how it is called (so I can search it in Microsoft Visual
Studio). So far I was looking in the functions
"compute_lighted_texture", "Reflect" and "Determine_Reflectivity"
I need to know this because I would like to test a different diffuse reflection
model. So I also need to know how the different reflection components (for
primary rays and secondary rays) are finally composed together to avoid errors.
Thorsten Froehlich <tho### [at] trfde> wrote:
> Pfingstei wrote:
> > So I would assume that POV Ray just adds diffuse reflection components of
> > primary and secondary rays without any weighting. Am I right with this
> > assumption?
>
> The weight is managed in a weight list, which is a bit complicated (and not
> really necessary, but that is another story). Either way, the texturing code
> manages that, but it also is used for secondary rays. The 3.7 source code
> might be a bit easier to follow in this regard (there you can also see why
> the list is not needed ... in case anybody wants to change that, I have some
> details about it which I should probably post somewhere).
>
> Thorsten
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