POV-Ray : Newsgroups : povray.general : Glass texture and interior problem : Glass texture and interior problem Server Time
31 Jul 2024 16:29:40 EDT (-0400)
  Glass texture and interior problem  
From: dave vanhorn
Date: 18 Dec 2006 22:14:30
Message: <45875916$1@news.povray.org>
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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