1.3.7.4 Normals and Radiosity
When using a normal statement in combination with radiosity lighting, you will see that the
shadowed parts of the objects are totally smooth, no matter how strong the normals are made.
The reason is that POV-Ray by default does not take the normal into account when calculating radiosity. You can
change this by adding normal on to the radiosity block. This can slow things down quite a lot, but
usually leads to more realistic results if normals are used.
When using normals you should also remember that they are only faked irregularities and do not generate real
geometric disturbances of the surface. A more realistic approach is using an isosurface with a
pigment function, but this usually leads to very slow renders, especially if radiosity is involved.
You can see that the isosurface version does not have a natural smooth circumference and a more realistic
shadowline.
More about "normal statement"
More about "isosurface"
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