On 18.06.2010 08:26, Mohit Taneja wrote: > Well by reflectivity I meant that if there are 1000 photons falling on a > surface and its reflectivity is 0.64 than approximately 640 of them > would be reflected off that surface and 360 of them would be absorbed..
Hmm... right now this isn't something CS explicitly manages. Rather, in the realtime rendering, this is handled more or less implicitly through the “diffuse” texture: it modulates the (direct) lighting computed for some surface; so darker parts on the “diffuse” texture cause darker lighting - which is perceived the same way as the less photons from a lower reflective surface would be. Not quite sure how to get the ‘reflectivity’ you want in this case. If you have access to some literature on how “real” physical renderers/raytracers approach this I strongly recommend you take a look at it. Chances are there is some relatively simple yet good quality approach I to this. Or maybe Scott has some idea/knows more. -f.r.
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