LIGHT & FINISH


The beginning modeller and ray-tracer sometimes prones to the imagination, that light only comes from light-sources. In some way this is true, but light travels around a lot and is thereby reflected. Because of this, lots of secondary (indirect) light-beams have impact on the looks of a surface.
The different kinds of direct and indirect light

· In the left picture you can see several effects, that direct or indirect light can cause on an objects surface: Highlights (1 & 2) - these effects are mainly caused by direct light (the big red arrow). There are two types: the »phong« (1) and the »specular«-highlight (2). As you can see, specular-highlights occur more in the vicinity of an objects horizon. Diffuse reflection (3) - when a light beam hits an object it is reflected. On a perfectly plain surface a light-beam leaves the surface at the same angle it came in. Due to roughness or bumpyness, the reflected light is scattered in all directions, causing »diffuse«-reflection. Ambient light (4) - not only the sphere in this picture reflects light - every object does! Because of this habit, there is always a certain amount of background-light in a room. This background-light causes the so called »ambient«-illumination. Specular reflection (5) - unlike the »diffuse« reflection, the »specular reflection« does not scatter the light, so that a more or less clear picture of the surrounding objects is mirrored on the objects surface.

Quick-Info: LIGHT & FINISH (Page 1)

Mail to webmaster: support@povlab.org
This page was last modified on: 1996-07-08