I used the value of material color from diffused texture to decide whether
to reflect a photon or not and the results are seemingly better (will post
them on blog sometime soon), but still there is no way to decide about
whether to reflect the photon specularly, or diffusely.

As of now I am using the average of all three color components on the color
of the point where the photon hits a surface, and diffuse reflection for all
cases.

Regards,
Mohit Taneja


On Fri, Jun 18, 2010 at 11:55 PM, Eduardo Poyart <[email protected]> wrote:

> If by reflectivity you mean diffuse reflectivity, there's no such thing as
> dark color with high reflectivity, or the opposite. The percentage of
> photons diffusely reflected *is* the value of the diffuse texture.
>
> But it seems you want diffuse and specularity together, or a BRDF. I don't
> know how much information you have on the model for that.
>
> On Fri, Jun 18, 2010 at 11:04 AM, Mohit Taneja <[email protected]>wrote:
>
>> Well to a certain extent i agree with Scott, in diffused texture ther is
>> no way to figure out that whether it is the surface with high reflectivity
>> and a dark color or a surface with lighter color but low reflectivity.
>>
>> @Christian : Well I probably want to do something like that only, If i can
>> get the specularity and diffussability (i hope such a term exists), it would
>> be much easier to decide about whether to reflect the photon or not, and in
>> what direction to reflect it.
>>
>>
>> Regards,
>> Mohit Taneja
>>
>>
>>
>> On Fri, Jun 18, 2010 at 11:19 PM, Scott Johnson <[email protected]>wrote:
>>
>>> Well, but I'm not sure this will work.  In RGB color space, there are
>>> several RGB component combinations that can result in the same visible
>>> color.
>>>
>>>
>>> -----Original Message-----
>>> From: Eduardo Poyart <[email protected]>
>>> Date: Fri, 18 Jun 2010 10:33:30
>>> To: CS developers and users list<[email protected]>
>>> Subject: Re: [CsMain] Reflectivity of a surface
>>>
>>>
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