POV-Ray : Newsgroups : povray.binaries.images : mirrors and glasses [88.3kb] : Re: mirrors and glasses [88.3kb] Server Time
20 Nov 2024 06:21:53 EST (-0500)
  Re: mirrors and glasses [88.3kb]  
From: Bob H 
Date: 2 Oct 2001 12:01:07
Message: <3bb9e4c3$1@news.povray.org>
"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3bb9cc0f@news.povray.org...
>
> "marabou" <not### [at] availableyet> wrote in message
> news:3bb9c994@news.povray.org...
> >
> > i want to make two things but don't know where to find in documentation.
> > maybe someone is nice to help.
> >
> > i made a mirror which works relative fine. but if i try to give him a
glas
> > (like real mirrors have) it goes dark. code see bottom.
>
>     Have you looked at T_Glass3? I haven't, but I am sure that there is a
> tint to that glass. If you really want slow down your rendering by putting
> a clear box over your mirror, make sure it is not tinted.

Indeed, it is rgbf <0.98, 0.98, 0.98, 0.9>, or a 90% filtered non-white.

But that isn't the whole problem, I believe, since the surfaces of those two
boxes are on the same plane.  You'll need to move the glass back in toward
the mirror a slight bit.  To explain: your mirror box and glass box both
start at <0,0,0> then you translated the glass -0.005*z exactly where the
mirror box reaches.

You may put  filter 1  into the texture like so:
 texture {T_Glass3 pigment {rgbf 1}}
That will override the previous color and filter setting but leave the
finish as is.

reflection is additive so be aware of that too.

Bob H.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.