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Something like this perhaps might do okay.
box {-1,1 scale <4,3,.1>
texture {
pigment { rgbft <1.5,1.5,1.5,.25,.125>}
normal {granite .15 scale .005}
finish {ambient .05 diffuse .5 specular .8 roughness .01 reflection .15}
scale 2 // scale texture to suit object/scene size
}
interior {ior 1.5 caustics 1}
}
sphere {<0,0,1.5>,1 pigment {color red 1}}
light_source { <-.5,1.25,-1.5> color rgb <1,.95,.9>
}
camera {
location <1,.75,-2>
angle 65
look_at <0, 0, 0>
}
Bob
"Wolfgang Illmeyer" <wol### [at] gmxnet> wrote in message
news:3906dbe7@news.povray.org...
| erm... and what does this mean? Could you show me some scene-code?
|
| Ron Parker <ron### [at] povrayorg> schrieb in im Newsbeitrag:
| slr### [at] linuxparkerrfwicom...
| > On Tue, 25 Apr 2000 21:30:49 +0200, Wolfgang Illmeyer wrote:
| > >
| > >I'd like to produce some kind of street lamp, but it has some special
| kind
| > >of glass (somebody said 'ground glass', but I'm still not sure, if it's
| the
| > >right name), I can't produce...
| >
| > 'round here, we call that frosted glass. It's not that easy to get right
| > in POV, but you can fake it with either media (tricky, and prone to
| failure)
| > or a very small normal pattern with heavy nonadaptive antialiasing. Your
| > render times will go through the roof, though.
| >
| > --
| > Ron Parker http://www2.fwi.com/~parkerr/traces.html
| > These are my opinions. I do NOT speak for the POV-Team.
| >
|
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