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Light reflection4/20/2023 ![]() ![]() Every material has a unique index of refraction. The way light changes directions has to do with the properties of the material it is travelling through. This cart is labelled "Cart turns to the right."ent Index of Refraction It does not follow the yellow line of the other two.There is a red line under this cart, leading from the edge of the pavement, to a point near the top centre of the illustration. The front right wheel is labelled "Right wheel slows down." The front left wheel of the cart is labelled "Left wheel keeps going at the same speed."Ī third cart is completely on the green background. The front right corner of the second cart is on the green background, while the rest is on the grey. This illustrates that one cart is moving in a straight line, across the grey pavement, toward the grass. Two shopping carts are shown from above, along the yellow line. This is labelled "Pavement." The top is green and labelled "Grass." A straight yellow line stretches across the illustration, from near the lower right corner, to near the upper right corner. The bottom two thirds of the image is grey. Item contShown is a colour diagram of a shopping cart moving from pavement onto grass. Each of these angles are also labelled with the theta symbol and a lowercase, italicized i, and the theta symbol and a lowercase, italicized r. The right illustration is the same as the left, except that the angles of the arrows are further away from "Normal". The one leading to the "Reflected Light" arrow is labelled with a theta symbol and a lowercase, italicized r. The one leading to the "Incident Light" arrow is labelled with a theta symbol and a lower case, italicized i. This is labelled, "Reflected Light" in red letters. A red arrow points diagonally up and right from the top centre of the surface. This is labelled "Incident Light" in blue letters. In the left illustration, a blue arrow points diagonally, down and right, to top centre of the surface. These are labelled "Surface." Vertical, dashed lines stretch down the centre of each illustration, ending at the top centre of each rectangle. Shown are two colour illustrations of the angles of light reflecting off surfaces.īoth illustrations have a long, flat, grey rectangle along the bottom edge. The symbol Ɵ means “angle'' and arrows represent rays of light. The angle of incidence is equal to the angle of reflection.The perpendicular line we call the normal. The angle between the reflected light and a line perpendicular to the surface we call the angle of reflection. The angle between the incoming light and a line perpendicular to the surface we call the angle of incidence. Light is reflected at the same angle that it hits the surface.Here are some things to remember about reflection. The reflected light continues to travel in a straight line, but in a different direction. Reflection occurs when light traveling through one material bounces off a different material. The water, and the sky above are both dark blue. All the buildings and their lights are reflected, upside down, in the calm water in the foreground. The CN Tower is to the left, lit up in red. High rise office buildings are close together along the horizon. Shown is a colour photograph of a city at night, and its reflection in water. Open Professional Learning × Close Professional Learning So, so long Enscape is limited compared to the real world, so long the user could get more control as at the real world.Open Educational Resources × Close Educational Resources Or I wouldn't need to use lights, if emitters would work at every place at the scene. In my example (a) I wouldn't need to disable the speculars if Enscape would create them. Also, Enscape isn't perfect working like the real world and the user need to work against the limitations. The "paradigm of simulating real world materials and light transport" sounds good, but we are artists and freedome is the artists friend. In this cases I don't want to see the specular reflections at the scene objects. (b) If I render large interior spaces, for example a ware house interior, than I like to use hidden lights to bring light to specific areas. In this case only the diffuse lighting would be needed. So I tried thin area lights, but now I got a lot wrong specular effects at the scene, because the specular calculation ignored that the lights was placed behind a covers. ![]() If I use emitters, than this emitters are not rendered if they aren't in the near of the camera (render engine optimization?). (a) For example I tried to setup a train interior. Thomas Willberger I missed the possibility to disable the reflections too some times. ![]()
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