Section 7.6.3.3
Highlights

Highlights are the bright spots that appear when a light source reflects off of a smooth object. They are a blend of specular reflection and diffuse reflection. They are specular-like because they depend upon viewing angle and illumination angle. However they are diffuse-like because some scattering occurs. In order to exactly model a highlight you would have to calculate specular reflection off of thousands of microscopic bumps called micro facets. The more that micro facets are facing the viewer the shinier the object appears and the tighter the highlights become. POV-Ray uses two different models to simulate highlights without calculating micro facets. They are the specular and Phong models.

Note that specular and Phong highlights are not mutually exclusive. It is possible to specify both and they will both take effect. Normally, however, you will only specify one or the other.


Section 7.6.3.3.1
Phong Highlights

The phong keyword controls the amount of Phong highlighting on the object. It causes bright shiny spots on the object that are the color of the light source being reflected.

The Phong method measures the average of the facets facing in the mirror direction from the light sources to the viewer.

Phong's value is typically from 0.0 to 1.0, where 1.0 causes complete saturation to the light source's color at the brightest area (center) of the highlight. The default phong 0.0 gives no highlight.

The size of the highlight spot is defined by the phong_size value. The larger the phong size the tighter, or smaller, the highlight and the shinier the appearance. The smaller the phong size the looser, or larger, the highlight and the less glossy the appearance.

Typical values range from 1.0 (very dull) to 250 (highly polished) though any values may be used. Default phong size is 40 (plastic) if phong_size is not specified. For example:

finish { phong 0.9 phong_size 60 }

If phong is not specified phong_size has no effect.


Section 7.6.3.3.2
Specular Highlight

A specular highlight is very similar to Phong highlighting but it uses slightly different model. The specular model more closely resembles real specular reflection and provides a more credible spreading of the highlights occurring near the object horizons.

The specular value is typically from 0.0 to 1.0, where 1.0 causes complete saturation to the light source's color at the brightest area (center) of the highlight. The default specular 0.0 gives no highlight.

The size of the spot is defined by the value given for roughness. Typical values range from 1.0 (very rough - large highlight) to 0.0005 (very smooth - small highlight). The default value, if roughness is not specified, is 0.05 (plastic).

It is possible to specify wrong values for roughness that will generate an error when you try to render the file. Don't use 0 and if you get errors check to see if you are using a very, very small roughness value that may be causing the error. For example:

finish {specular 0.9 roughness 0.02}

If specular is not specified roughness has no effect.


Section 7.6.3.3.3
Metallic Highlight Modifier

The keyword metallic may be used with Phong or specular highlights. This keyword indicates that the color of the highlights will be calculated by an empirical function that models the reflectivity of metallic surfaces.

White light reflected specularly from a metallic surface takes the color of the surface, except then the incidence angle approaches 90 degrees, where it becomes white again.

The metallic keyword may be follow by a numeric value to specify the influence the above effect has (the default value is one). For example:

finish { phong 0.9 phong_size 60 metallic }

If phong or specular is not specified metallic has no effect.


Section 7.6.3.4
Specular Reflection

When light does not diffuse and it does reflect at the same angle as it hits an object, it is called specular reflection. Such mirror-like reflection is controlled by the reflection keyword in a finish statement. For example:

finish { reflection 1.0 ambient 0 diffuse 0 }

This gives the object a mirrored finish. It will reflect all other elements in the scene. Usually a single float value is specified after the keyword even though the syntax calls for a color. For example a float value of 0.3 gets promoted to the full color vector < 0.3,0.3,0.3,0.3,0.3> which is acceptable because only the red, green and blue parts are used.

The value can range from 0.0 to 1.0. By default there is no reflection.

Adding reflection to a texture makes it take longer to render because an additional ray must be traced. The reflected light may be tinted by specifying a color rather than a float. For example

finish { reflection rgb <1,0,0> }

gives a real red mirror that only reflects red light.

Note that although such reflection is called specular it is not controlled by the specular keyword. That keyword controls a specular highlight.


Section 7.6.3.5
Refraction

When light passes through a surface either into or out of a dense medium the path of the ray of light is bent. Such bending is called refraction. Normally transparent or semi-transparent surfaces in POV-Ray do not refract light. Adding refraction 1.0 to the finish statement turns on refraction.

Note that it is recommended that you only use refraction 0 or refraction 1 (or even better refraction off and refraction on). Values in between will darken the refracted light in ways that do not correspond to any physical property. Many POV-Ray scenes were created with intermediate refraction values before this bug was discovered so the feature has been maintained. A more appropriate way to reduce the brightness of refracted light is to change the filter or transmit value in the colors specified in the pigment statement. Note also that refraction does not cause the object to be transparent. Transparency only occurs if there is a non-zero filter or transmit value in the color.

The amount of bending or refracting of light depends upon the density of the material. Air, water, crystal and diamonds all have different densities and thus refract differently. The index of refraction or ior value is used by scientists to describe the relative density of substances. The ior keyword is used in POV-Ray to specify the value. For example:

texture { pigment { White filter 0.9 } finish { refraction 1 ior 1.5 } }

The default ior value of 1.0 will give no refraction. The index of refraction for air is 1.0, water is 1.33, glass is 1.5 and diamond is 2.4. The file consts.inc pre-defines several useful values for ior.

Note that if a texture has a filter component and no value for refraction and ior are supplied the renderer will simply transmit the ray through the surface with no bending. In layered textures, the refraction and ior keywords must be in the last texture, otherwise they will not take effect.


Section 7.6.3.5.1
Light Attenuation

Light attenuation is used to model the decrease in light intensity as the light travels through a translucent object. Its syntax is:

finish { fade_distance FADE_DISTANCE fade_power FADE_POWER }

The fade_distance keyword determines the distance the light has to travel to reach half intensity while the fade_power keyword describes how fast the light will fall off. For realistic effects a fade power of 1 to 2 should be used.

The attenuation is calculated by a formula similar to that used for light source attenuation.

                                 1
  attenuation = --------------------------------------
                 1 + (d / FADE_DISTANCE) ^ FADE_POWER

Section 7.6.3.5.2
Faked Caustics

Caustics are light effects that occur if light is reflected or refrected by specular reflective or refractive surfaces. Imagine a glass of water standing on a table. If sunlight falls onto the glass you will see spots of light on the table. Some of the spots are caused by light being reflected by the glass while some of them are caused by light being refratced by the water in the glass.

Since it is a very difficult and time-consuming process to actually calculate those effects (though it is not impossible) POV-Ray uses a quite simple method to simulate caustics caused by refraction. This caustic effect is limited to areas that are shaded by the translucent object. You'll get no caustic effects from reflective surfaces nor in parts that are not shaded by the object.

The syntax is:

finish { caustics POWER }
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