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Using Surface Highlights

In the glass example above, we noticed that there were bright little hotspots on the surface. This gave the sphere a hard, shiny appearance. POV-Ray gives us two ways to specify surface specular highlights. The first is called Phong highlighting. Usually, Phong highlights are described using two keywords: phong and phong_size. The float that follows phong determines the brightness of the highlight while the float following phong_size determines its size. Let's try this.

  sphere { <0,0,0>, 1

    pigment { Gray50 }

    finish {

      ambient .2

      diffuse .6

      phong .75

      phong_size 25

    }

  }

Rendering this we see a fairly broad, soft highlight that gives the sphere a kind of plastic appearance. Now let's change phong_size to 150. This makes a much smaller highlight which gives the sphere the appearance of being much harder and shinier.

There is another kind of highlight that is calculated by a different means called specular highlighting. It is specified using the keyword specular and operates in conjunction with another keyword called roughness. These two keywords work together in much the same way as phong and phong_size to create highlights that alter the apparent shininess of the surface. Let's try using specular in our sphere.

  sphere { <0,0,0>, 1

     pigment { Gray50 }

     finish {

        ambient .2

        diffuse .6

        specular .75

        roughness .1

    }

  }

Looking at the result we see a broad, soft highlight similar to what we had when we used phong_size of 25. Change roughness to .001 and render again. Now we see a small, tight highlight similar to what we had when we used phong_size of 150. Generally speaking, specular is slightly more accurate and therefore slightly more realistic than phong but you should try both methods when designing a texture. There are even times when both phong and specular may be used on a finish.



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