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Maybe your fade distance in your
interior is too small. Try fade distance
1.0, or more. A "natural" fade power
is 2.0, as in real life: intensity is inversely
proportionnal to the square of the distance.
Also, I think count and spacing are mutually
exclusive. I do not know which one "wins"
when both are specified.
Best,
S.
"CFM" <nomail@nomail> wrote in message
news:web.409a8149d855a4115c168f750@news.povray.org...
> Here's the programming language used to render the image I'm posting.
Notice
> there are no rainbow-style effects refracting onto the ground. How do I
get
> proper refraction?
>
> #include "colors.inc"
> #include "textures.inc"
> #include "finish.inc"
> #include "glass.inc"
> global_settings {
> max_trace_level 12
> photons {
> count 100000
> spacing .01
> autostop 0
> jitter .2
> }
> }
> camera {
> location <0,7.5,-10>
> look_at 0
> }
> light_source {<1000,1000,-1000>rgb<1,1,1>
> photons {refraction on
> reflection on}
> }
> background {rgb<.7,.7,1>}
> plane {<0,1,0>,-1
> pigment {rgb<.5,.5,.5>
> }
> finish {ambient 1}
> photons {collect off}
> }
> sphere {<5,1,0>,2
> texture {T_Old_Glass}
> finish {ambient 0
> diffuse .5
> reflection .25
> } interior {ior 1.5
> dispersion 1
> caustics .25
> fade_distance .25
> fade_power .25}
> photons {
> target 1
> refraction on
> reflection off
> }
> cylinder {<-3,0,0>,<-3,4,0>,1
> texture {T_Old_Glass}
> finish {ambient 0
> diffuse .5
> reflection .25}
> interior {ior 1.5
> dispersion 1.1
> caustics .25
> fade_distance .25
> fade_power .25
> photons {target 1
> refraction on
> reflection off
> }
> }
>
----------------------------------------------------------------------------
----
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