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Well, things are going better, but I have a problem with my glass texture.
I posted the scene file in scene-files, and the image in images.
What's happening is that the red is exactly what I want, but the blue, which
is the same texture, is barely visible.. Not sure what I need to do to fix
this.
The two objects are using exactly the same texture.
The relevant bits below, compressed
#declare Col_Sapphire_06 = color rgbf <0.0784, 0.1706, 1.0000, 0.99>;
#declare Col_Ruby_06 = color rgbf <1.0000, 0.1706, 0.0784, 0.99>;
#declare Glass_Interior = interior { ior 2.5
caustics 1.0
}
#declare Glass = texture { pigment { rgbf <0.98, 1.0, 0.99, 0.99> }
finish { ambient 0.0 //0.10 // As if from
scattered light in the scene
diffuse 0.0 //0.10 // reflections from
light sources
brilliance 0.0 // higher makes more
metallic appearance
#ifndef (Phong_Off)
phong 1.0
phong_size 50 // higher = more
polished
metallic 0.5 // 0 - 1
#end
reflection { .01 // mirror-like quality
, min max
fresnel on
metallic 0 // 0-> 1
}
specular 0.25 //Similar to phong, all
over the surface
// too much spec looks
like pool balls
roughness .02 //This gives a nice shine,
0.00005 - 1.0 (rough)
conserve_energy
}
}
// Ruby glass
#declare Ruby_Glass = texture { Glass
pigment { Col_Ruby_06 }
}
// Saphire glass
#declare Saph_Glass = texture { Glass
pigment { Col_Sapphire_06 }
}
#declare M_Ruby_Glass = material { texture {Ruby_Glass}
interior {Glass_Interior}
}
#declare M_Saph_Glass = material { texture {Saph_Glass}
interior {Glass_Interior}
}
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