POV-Ray : Newsgroups : povray.general : "Surface based" refraction : Re: "Surface based" refraction Server Time
2 Jun 2024 19:42:43 EDT (-0400)
  Re: "Surface based" refraction  
From: Warp
Date: 14 Sep 2004 04:58:41
Message: <4146b2c1@news.povray.org>
There seems to be some strange peculiarity with meshes in this regard.
I tried making one single mesh from the two "glass" meshes and then it
works just ok. Seemingly there's some problem in having your glass object
consisting of two separate meshes...

global_settings
{
   assumed_gamma 2.2
   max_trace_level 8
   ambient_light 1
}
background { color rgb <1.0, 1.0, 1.0> }
camera
{
   location <5048.52, 2283.89, -5964.82>
   angle 28.34
   right <1.28,0,0>
   look_at  <2503.84, 280.51, -2575.62>
}

#declare T1 = texture
{
  uv_mapping
  pigment {checker color <0,0,0> color <1,1,1> scale 1}
  finish { ambient 0.70 diffuse 0.70 phong 0.70 phong_size 176 reflection
0.07 }
}

mesh2
{
  vertex_vectors
  {
   4,
   <1000.0,0.0,-1000.0>,
   <3600.0,0.0,-1000.0>,
   <3600.0,0.0,-3200.0>,
   <1000.0,0.0,-3200.0>
  }

  normal_vectors
  {
   1,
   <0.000,1.000,0.000>
  }

  uv_vectors
  {
   4,
   <0.000,0.000>,
   <0.000,8.667>,
   <7.333,8.667>,
   <7.333,0.000>  }

  face_indices
  {
   2,
   <2,1,0>,
   <3,2,0>
  }

  normal_indices
  {
   2,
   <0,0,0>,
   <0,0,0>
  }

  uv_indices
  {
   2,
   <2,1,0>,
   <3,2,0>
  }

  texture
  {
   T1
  }
}


#declare T3 = texture
{
  pigment { rgbt <1.00, 1.00, 1.00, 0.93> }
  finish { ambient 0.70 diffuse 0.70 phong 0.10 phong_size 25 //refraction 1 ior 1.5
  }
}
mesh2
{
  vertex_vectors
  {
   8,
   <3300.0,0.0,-2880.0>,
   <3300.0,1000.0,-2880.0>,
   <2300.0,1000.0,-2880.0>,
   <2300.0,0.0,-2880.0>,
   <2300.0,0.0,-2900.0>,
   <2300.0,1000.0,-2900.0>,
   <3300.0,1000.0,-2900.0>,
   <3300.0,0.0,-2900.0>
  }

  normal_vectors
  {
   2,
   <0.000,0.000,1.000>,
   <0.000,0.000,-1.000>
  }

  face_indices
  {
   4,
   <3,2,0>,
   <2,1,0>
   <6,4,5>,
   <7,4,6>
  }

  normal_indices
  { 4,
    <0,0,0>,
    <0,0,0>,
    <1,1,1>,
    <1,1,1>
  }

  texture
  {
   T3
  }
  interior { ior 1.5 }
}


-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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