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| Diffuse | |||||
|---|---|---|---|---|---|
| 0.0 | 0.2 | 0.4 default | 0.6 | 0.8 | 1.0 |
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7.6.3.2.1 Diffuse
The keyword diffuse is used in a finish statement to control how much of the light coming directly from any light sources is reflected via diffuse reflection. For example
finish {diffuse 0.7}
means that 70% of the light seen comes from direct illumination from light sources. The default value is diffuse 0.6.
| Brilliance | |||||
|---|---|---|---|---|---|
| -5 | 0 | 1 default | 2 | 4 | 8 |
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7.6.3.2.2 Brilliance
The amount of direct light that diffuses from an object depends upon the angle at which it hits the surface. When light hits at a shallow angle it illuminates less. When it is directly above a surface it illuminates more. The brilliance keyword can be used in a finish statement to vary the way light falls off depending upon the angle of incidence. This controls the tightness of the basic diffuse illumination on objects and slightly adjusts the appearance of surface shininess. Objects may appear more metallic by increasing their brilliance. The default value is 1.0. Higher values from to about 10.0 cause the light to fall off less at medium to low angles. There are no limits to the brilliance value. Experiment to see what works best for a particular situation. This is best used in concert with highlighting.
| Crand | |||||
|---|---|---|---|---|---|
| 0.0 default | 0.2 | 0.4 | 0.6 | 0.8 | 1.0 |
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From the PovRay docs:
7.6.3.2.3 Crand Graininess
Very rough surfaces, such as concrete or sand, exhibit a dark graininess in their apparent color. This is caused by the shadows of the pits or holes in the surface. The crand keyword can be added to cause a minor random darkening in the diffuse reflection of direct illumination. Typical values range from crand 0.01 to crand 0.5 or higher. The default value is 0. For example:
finish { crand 0.05 }
The grain or noise introduced by this feature is applied on a pixel-by-pixel basis. This means that it will look the same on far away objects as on close objects. The effect also looks different depending upon the resolution you are using for the rendering. For these reasons it is not a very accurate way to model the rough surface effect but some objects still look better with a little crand thrown in.
Note that this should not be used when rendering animations. This is the one of a few truly random features in POV-Ray and will produce an annoying flicker of flying pixels on any textures animated with a crand value.