POV-Ray : Newsgroups : povray.binaries.images : Would you like a drink? : Re: Would you like a drink? Server Time
26 Apr 2026 12:36:01 EDT (-0400)
  Re: Would you like a drink?  
From: Mr
Date: 24 Apr 2026 07:35:00
Message: <web.69eb547d2768637516086ed06830a892@news.povray.org>
kurtz le pirate <kur### [at] freefr> wrote:
> On 20/04/2026 16:52, Mr wrote:
> >
> > For smoked oak wood, the following page shows low reflectivity but the
> > interaction with bitmap is hard to assign. Maybe start with a grey material to
> > get the shininess right...?
> > https://gustafs.com/knowledge-hub/surfaces/ligt-reflection-values/
> >
>
>
> Light reflectance... interesting topic.
> The next step is to figure out how to implement this feature in POV-Ray.
>
>
>
>
> --
> kurtz le pirate
> compagnie de la banquise

From what I understand it's already there when using albedo options. as they
prevent the various components to go above 1 in the final sum, so if you put
albedo on all components, and fresnel with conserve_energy for transparent, then
it's just a choice of shaping the proportion of your reflectivity between these
diffuse, and more specular/reflective components... adding them to amount just
up to your reflectivity value. BUT... :-D BUT... when using diffuse textures,
the value component of colors act as a multiplier of this... so you would have
to sample your image to know  average value of its relevant parts to get closer
to your desired result. Any more expert opinion if I'm mistaken in all of this?


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