POV-Ray : Newsgroups : povray.unofficial.patches : MCPov: Diffuse Reflection - UR Doin' it Wrong : Re: MCPov: Diffuse Reflection - UR Doin' it Wrong Server Time
18 Apr 2024 23:07:29 EDT (-0400)
  Re: MCPov: Diffuse Reflection - UR Doin' it Wrong  
From: nemesis
Date: 22 Nov 2009 12:55:00
Message: <web.4b097a8310ccfa816672c09b0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> nemesis <nam### [at] gmailcom> wrote:
>
> > clipka <ano### [at] anonymousorg> wrote:
> > > As good as MCPov renders tend look - they're actually physically wrong.
> > > Have a look at this:
> > >
> > > The following images show a 100% white diffusely reflecting plane
> > > (actually a large slab; left side),...
> > > Reflection is perfect, i.e. 100%.
>
> > I don't think perfect reflection is physically possible.  100% white is tough
> > too.
>
>   Talk about missing the point... ;)

I think it's perfectly on topic:  how is a "physically-based" renderer supposed
to behave in the face of a situation beyond the realm of physics?  Perhaps they
should do some phong shading?


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