[Radiance-general] Textures: perturbations in x,y,z normals
Gregory J. Ward
gregoryjward at gmail.com
Tue Apr 25 04:08:22 CEST 2006
Hi Adriana,
If you are hoping to model diffraction effects -- where geometric
optics break down and wave optics take over -- you will be
disappointed to learn that Radiance does not handle this case. Few
ray-tracing systems do. Diffraction becomes important when the scale
of surface variations (texture or thin films) is on the order of the
wavelength of light, less than a micron or so. For this, you need a
tool such as Code V from ORA:
http://www.opticalres.com/news/cv96.html
I believe they have student pricing for their tools.
-Greg
> From: alira at gsd.harvard.edu
> Date: April 24, 2006 4:29:07 PM MST
>
> Hi Greg,
>
> In effect, what I get is the resemblance of a shpere the larger the
> object. For this reason, I feel that I'm using "texfunc" in an
> improper
> way for what I need. My objective is to modify the x, y and/or z
> normals
> of a surface in order to analize how much R, G and/or B is being
> absorbed/reflected. I know that depending on the texture of a
> surface, for
> example, shortwavelenghs of the spectrum are more reflected than
> the short
> waves of the spectrum. What I need is to create a "bumpy" surface
> in order
> to see how much blue is reflected depending on the scale of this
> "bumpiness" ( from very small scale-microscale, if possible, to
> macroscale) and by having control of the perturbation of the x, y
> and z
> normals. Is there a logic way in how to do this?
>
> Adriana
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