[Radiance-general] Reflection vs specularity
atelier iebele abel
atelier at iebele.nl
Wed Jul 20 19:02:28 CEST 2005
Hi Giulio,
Changing -sj did not resolve the problem (already tried that) , and
photoshop is not a solution since it has to be an animation on video.
Plus it should be more or less physically correct...
I just return from an example site, where I have have seen an example
of the floor material in a real situation (natural wood finished with a
wax coating).
This floor type does reflect its environment really smoothly but does
not reflect lightsources really hard. In other words, it seems that in
the real life example there is never a direct reflection from the
lightsources/lightbeam to the eye. The reflection seems too diffuse for
that to happen.
So, in the real world the situation I like to simulate exists, now
finding a way to simulate this in Radiance will be the challenge..
I am reading the book RWR now, chapter 12.1 on specular sampling in
indirect calculations. However I have the feeling that the problem i am
facing is in the direct calculation. It just seems that when I could
control the highlight apart from the reflection , I could model my floor
more accurate.
Or am I totaly lost here ?? Is specularity exactly the same as
reflection in Radiance?? After 10 years I still have to learn soo much
about Radiance. Ok, that's the fun and the power of Radiance... :)
Any suggestions remain welcome.
Iebele
Giulio Antonutto wrote:
>Iebele,
>have you tried with -sj, just to jitter the specular component?
>
>an alternative trick is to generate just an image without specular
>component
>and another one with it (you may use lower settings for this, may be
>just -av something something something -ab 0).
>then photoshop will help doing the trick... but I wouldn't define it a
>physically accurate technique :-)
>
>ciao
>giulio
>
>
>
>
>-----Original Message-----
>From: radiance-general-bounces at radiance-online.org
>[mailto:radiance-general-bounces at radiance-online.org] On Behalf Of
>atelier iebele abel
>Sent: 20 July 2005 12:39
>To: Radiance general discussion
>Subject: [Radiance-general] Reflection vs specularity
>
>Hi,
>
>I have a problem modelling a reflective floor of a large museum hall.
>The specular and roughness components (0.08 and 0.01) in the material of
>
>the floor result in smooth reflections of the walls, paintings, windows
>
>etc.
>The problem arises when adding some lightsources. The lightsources cause
>
>specular reflections with very bright specular spots (highlights) on the
>
>floor. These specular spots do not look realistic (better said: these
>highlights disturb in the image, because there are so many of them).
>I have tweaked the specular, roughness and rendering parameters also,
>but I can't get rid of these specular reflection highlights, apart from
>
>making the roughnes very small or 0. But with low or zero rougness the
>relections of the other geometry become too sharp.
>Is there a way to model a reflective material (or lightsource?) without
>a ( or a dimmed) specular reflection highlight ?
>Or any other suggestion?
>
>Iebele
>
>
>
>
>
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