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"Olaf Doschke" <b2x### [at] t-online de>
wrote in message news:456b8d4c$1@news.povray.org...
>> The following example gives more transparency on the outer part of the
>> reflection of the object because the granite normal causes more of the
>> reflected rays to miss the object:
>
> I wish I could have the reflection fading
> effect without the smearing effect of that
> normal distortion. Would be better, if the
> ray would be reflected more or less but
> without a distortion.
>
> Bye, Olaf.
There is another alternative that springs to mind, and that's to do away
with the reflective surface all together. If you just use a copy of your
object, scaled by <1,-1,1> and place it directly beneath your initial
object, then you can add whatever amount of transparency you want to the
'reflected' copy of the object.
Hopefully rendering the following example (with command line options +UA
+FN) should help explain what I mean.
camera {location <0,1,-5> look_at <0,-1,0>}
light_source { <1, 2, -20> color rgb 1}
#declare IconObject = sphere {0,1 pigment {color rgb <1,1,0>} translate y}
object {IconObject pigment {color rgb <1,1,0>}}
object {IconObject scale <1,-1,1> pigment {color rgbt <1,1,0,0.3>}}
Regards,
Chris B.
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