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Currently I convert RGB to a gray-scale value, and use that in lieu of reflectivity :
I = 0.2989 * R + 0.5870 * B + 0.1140 *G
But this is really inadequate for my purposes. Also, it's not very clear how or whether refraction is modeled as well as phenomenon such as Fresnel effect.
Is it possible for blensor_intern.scan() to also provide the surface normal at the ray/object intersection point?
Thanks !!
Galto
The text was updated successfully, but these errors were encountered:
Hello,
How would one go about simulating reflectivity?
Currently I convert RGB to a gray-scale value, and use that in lieu of reflectivity :
I = 0.2989 * R + 0.5870 * B + 0.1140 *G
But this is really inadequate for my purposes. Also, it's not very clear how or whether refraction is modeled as well as phenomenon such as Fresnel effect.
Is it possible for blensor_intern.scan() to also provide the surface normal at the ray/object intersection point?
Thanks !!
Galto
The text was updated successfully, but these errors were encountered: