POV-Ray : Newsgroups : povray.newusers : beginner question: glass table : Re: beginner question: glass table Server Time
31 Jul 2024 06:22:16 EDT (-0400)
  Re: beginner question: glass table  
From: hughes, b 
Date: 19 Nov 2002 14:33:59
Message: <3dda9227@news.povray.org>
"J Tellings" <j_t### [at] hotmailcom> wrote in message
news:3dda6c7e$1@news.povray.org...
>
> I want to make a table of highly reflective and transparent glass. How can
i
> do this?

If you use your own custom glass texture (material) instead of a predeclared
glass, you can make it have a variable reflection which also factors in the
index of refraction (ior) by putting keyword 'fresnel' into the 'reflection'
statement. Like so:

material {
texture {
    pigment {rgb <1,1,1> filter 1} // colored transparency
        finish {
            reflection {0.25, 0.5 fresnel} // min., max. reflectivity
            ambient 0 diffuse 0 // cancel any surface color effects
            specular 1 roughness 0.005 // highlight
            conserve_energy // helps tone down object brightness due to
reflection
        } // finish
} // texture
    interior {ior 1.5} // refraction (used by fresnel too)
interior_texture {
    pigment {rgb <1,1,1> filter 0.1} // colored transparency
        finish {
            reflection {0.5, 1.0 fresnel} // min., max. reflectivity
            ambient 0 diffuse 0 // cancel any surface color effects
            specular 1 roughness 0.005 // highlight
            conserve_energy // helps tone down object brightness due to
reflection
        }
} // interior_texture
} // material

The above shows a different reflectivity in one direction through the glass
by using interior_texture. That way it will look clearer on the outside
surfaces and more mirror-like on the inside surfaces. Or you could change it
around, vary the values, etc. If you don't want the reflection to be based
on refraction then remove the fresnel keyword.
--
Farewell,
Bob


Post a reply to this message

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