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Gerald H. Ristow wrote:
> Hello,
> I am doing numerical simulations on granular materials in rotating
> drums. The particles are approximated by spheres and I investigate
> especially the segregation (un-mixing) dynamics when particles of
> differnt sizes are used.
> In order to present and visualize my scientific research, I use POVRAY
> to create PPM-images which are converted to MPG- and AVI-videos using
> mpeg_encode or mkavi, respectivly. In experiments, a plexiglas cylinder
> is used to allow for visual inspection and I would like to use the same
> in the POVRAY scene file. Unfortunately, the picture does not come out
> as expected. The "Glass" and "Glass3" textures for the cylinder are far
> too dark and "Glass2" seems to be better. Nevertheless, in all three
> cases, far too many reflections are visible which lead to a
> unpresentable and ununderstandable image.
> I included my scene-file as attachement and would like to know if
> somebody can point out to me what I did wrong.
> Regards,
> Gerald
> --
> -----------------------------------------------
> Dr. Gerald H. Ristow
> Division of Engineering
> Colorado School of Mines
> Golden, CO 80401-1887, U.S.A.
> -----------------------------------------------
Gerald,
Substitute the following lines in your scene. You will
find that objects that have a high refraction value when used
in a scene with two contrasting colors like you have here (black background/white
floor}
that glass like objects will look dark
as you noted. It really is a true representation of what you
would see but not always desirable. We can tone this down a bit
by lowering the ior refraction value down to a point were it just
turns on refraction but does not refract the background colors
overly much.
Ken Tyler
**************
// add max_trace_level 15 to your global settings line
plane { <0,.5, 0>, -9.00
pigment { color rgb <0.9, 0.9, 1.0>}
finish{ambient .4 diffuse .2}}
#declare KT_Glass6 =
texture { pigment {rgbf<.99,1,1,1,>}
finish { ambient 0.1 diffuse 0 specular 1 roughness 0.0003
phong 1 phong_size 600 reflection 0.1 brilliance 2}}
difference {
cylinder { <0, 0, 5.00>, <0, 0, -5.00>, 3.7
texture{KT_Glass6}interior{ior 1.13}}
cylinder { <0, 0, 5.01>, <0, 0, -5.01>, 3.5
texture { KT_Glass6 }interior{ior 1.13}}}
// if you are using pov 3.0x remove interior
// and put ior 1.13 in finish statement of
// KT_Glass6 above
box{<-50,0,50>,<50,50,48>
pigment{rgb 1}
finish{ambient 1}}
// added behind camera to creat white light source
// and something to reflect on the sphere surfaces.
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