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> Can anybody help?
Without seeing your code it's dificult, because it should
work fine. Here is a sample that works fine with mesh2.
#version 3.6;
#declare Photons=on;
global_settings {
assumed_gamma 1.0
max_trace_level 20
#if (Photons)
photons { // global photon block
spacing 0.02
}
#end
}
// ----------------------------------------
camera {
right x*image_width/image_height
location <0,1.6,-5>
look_at <0,0.75,0>
}
light_source {
<500,500,150>
color rgb 1.3
photons { // photon block for a light
refraction on
reflection on
}
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
// ----------------------------------------
#declare M_Glass= // Glass material
material {
texture {
pigment {rgbt 1}
finish {
ambient 0.0
diffuse 0.05
specular 0.6
roughness 0.005
reflection {
0.1, 1.0
fresnel on
}
conserve_energy
}
}
interior {
ior 1.5
fade_power 1001
fade_distance 0.9
fade_color <0.5,0.8,0.6>
}
};
#declare tetra = mesh2{
vertex_vectors{
4,
<0,2,0>,
<1.632994,-0.666666,-0.94281>,
<0,-0.66666,1.885618>,
<-1.632994,-0.666666,-0.94281>
}
normal_vectors{
4,
<0,1,-9.392993E-7>,
<0.8164975,-0.3333328,-0.4714033>,
<0,-0.3333322,0.9428094>,
<-0.8164975,-0.3333328,-0.4714033>
}
face_indices{
4,
<0,1,2>,
<0,3,1>,
<2,3,0>,
<1,3,2>
}
normal_indices{
4,
<0,1,2>,
<0,3,1>,
<2,3,0>,
<1,3,2>
}
};
// ----------------------------------------
plane {
y, 0
texture {
pigment { color rgb <1.0, 0.8, 0.6> }
}
}
object {
tetra
rotate <0,180,0>
translate <1,1,0>
material { M_Glass }
photons { // photon block for an object
target 1.0
refraction on
reflection on
}
}
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