LeeE
> 
> On Wednesday 01 April 2009, Erik Hofman wrote:
> > Heiko Schulz wrote:
> > > I'm against this code- I can't really understand what's the
> > > intention of this code is- destroying glossiness?
> >
> > Only when it's foggy. On bright clear days it will shine like
> > before. The real intent is to make it a bit more realistic.
> >
> > > I would like to see a change of the colors depending of the
> > > clouds setting- I think I can remember that the color changed
> > > with the weather settings in plib-versions. Example: less
> > > glossiness and more greyish colors on thunderstorm/ rainy day
> >
> > While not this may not be exactly true all the time but using
> > METAR will update both visibility and cloud settings accordingly
> > (heavy clouds will only be possible in situations with reduced
> > visibility anyhow).
> >
> > Erik
> 
> As I understand it, and from my 3D experience, the specular light
> component should define the brightness of highlights, on
> shiny/glossy surfaces, of reflected light sources.
> 
> In real life, things are illuminated by a combination of direct
> light, scattered light and caustic light (however, we can't do
> caustics).  The light source dictates the total amount of light
> entering the atmosphere, which scatters some of the light, mostly
> in the blue part of the spectrum, producing the ambient light.
> What is left then makes up the direct light component.
> 
> So, under a clear sky, the direct light should be a bit yellow and
> the ambient light should be a bit blue.
> 
> In fog or clouds though, where the fog or cloud is thick enough to
> scatter _all_ the light, there should be no direct light but much
> more ambient light, which should also be whiter as it now includes
> all of the colours from the light source and not just some of the
> blue component.
> 
> Where this becomes relevant to specular light is that with no direct
> light source, there's nothing to produce a specular highlight.
> Although when near the ground though, the sky will still be
> brighter than the ground, so then there will be a slight degree of
> direct light.
> 
> The amount of specular then, should be dependent on the
> glossiness/shininess of the surface (to provide a reflective
> highlight in the first place) and the amount of direct light.
> 
> If you're in a bank of fog, where the horizontal visibility is low,
> but the fog is only say, forty feet thick, you should still get
> specular affects when the sun is high in the sky.  Under an
> overcast sky though, where you can't make out the sun through the
> fog/clouds, you should get very little specular even if the
> horizontal visibility is high because there's no direct light
> source to create the reflective highlight.
> 
> Using values up to 45km seem way too high to me - perhaps ~2km high
> value might be more realistic.
> 
> I mentioned 'caustics' earlier; this refers to secondary reflected
> light.  You can see the effects of caustic illumination when you
> stick something non-reflective, next to a coloured surface - the
> side of the non-reflective object will be illuminated by the
> coloured light reflected from the coloured surface.  Like I said
> though, this isn't really viable in RT rendering so perhaps the
> ambient level should just be increased a little to account for it,
> forgetting about the colour cast because over a large area of
> different coloured background and objects the caustic colours will
> average out.
> 

Good summary. 

Vivian



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