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- The finish properties of a surface can greatly affect its appearance.
- How does light reflect? What happens when light passes through? What kind
- of highlights are visible. To answer these questions you need a finish sta-
- tement.
-
- The "finish {...}" statement is the part of a texture which defines the
- various finish properties to be applied to an object. Like the pigment or
- normal statement, you can omit the surrounding texture block to save typing.
- Do not forget however that there is a texture implied. For example:
- this... can be shortened to this...
- object { object {
- My_Object My_Object
- texture { pigment {
- pigment { color Purple
- color Purple }
- } finish { phong 0.3 }
- finish { phong 0.3 } }
- }
- }
-
- The most complete form for defining a finish is as follows:
- finish {
- FINISH_IDENTIFIER
- FINISH_ITEMS...
- }
-
- The FINISH_IDENTIFIER is optional but should proceed all other items.
- Any items after the FINISH_IDENTIFIER modify or override settings given in
- the IDENTIFIER. If no identifier is specified then the items modify the fi-
- nish values in the current default texture.
-
- NOTE: Transformations are not allowed inside a finish because finish
- items cover the entire surface uniformly.
-
- When light reflects off of a surface, the laws of physics say that it
- should leave the surface at the exact same angle it came in. This is simi-
- lar to the way a billiard ball bounces off a bumper of a pool table. This
- perfect reflection is called "specular" reflection. However, only very
- smooth polished surfaces reflect light in this way. Most of the time, light
- reflects and is scattered in all directions by the roughness of the surface.
- This scattering is called "diffuse reflection" because the light diffuses or
- spreads in a variety of directions. It accounts for the majority of the re-
- flected light we see.
-
- In the real world, light may come from any of three possible sources:
- 1) It can come directly from actual light sources which are
- illuminating an object.
- 2) It can bounce from other objects such as mirrors via specular
- reflection. For example shine a flashlight onto a mirror.
- 3) It can bounce from other objects via diffuse reflections. Look
- at some dark area under a desk or in a corner. Even though a
- lamp may not directly illuminate that spot you can still see a
- little bit because light comes from diffuse reflection off of
- nearby objects.
-
- When light does not diffuse and it DOES reflect at the same angle as it
- hits an object, it is called "specular reflection". Such mirror-like re-
- flection is controlled by the "reflection" keyword in a finish statement.
- For example:
- finish {
- reflection 1.0
- ambient 0
- diffuse 0
- }
-
- This gives the object a mirrored finish. It will reflect all other
- elements in the scene. The value can range from 0.0 to 1.0. By default
- there is no reflection.
-
- Adding reflection to a texture makes it take longer to render because
- an additional ray must be traced.
-
- NOTE: Although such reflection is called "specular" it is not controlled
- by the POV-Ray "specular" keyword. That keyword controls a "specular" high-
- light.
-
- Highlights are the bright spots that appear when a light source reflects
- off of a smooth object. They are a blend of specular reflection and diffuse
- reflection. They are specular-like because they depend upon viewing angle
- and illumination angle. However they are diffuse-like because some scatter-
- ing occurs. In order to exactly model a highlight you would have to calcu-
- late specular reflection off of thousands of microscopic bumps called micro
- facets. The more that micro facets are facing the viewer, the shinier the
- object appears, and the tighter the highlights become. POV-Ray uses two
- different models to simulate highlights without calculating micro facets.
- They are the specular and phong models.
-
- NOTE: Specular and phong highlights are NOT mutually exclusive. It is
- possible to specify both and they will both take effect. Normally, however,
- you will only specify one or the other.
-