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When you layer materials the finishes all contribute.
Remove the finishes from all but the final top layer.
When you start dealing with glass the back of the
textures (interior_texture) starts to matter too, the
rear of things you would normally not see reflect in
odd places (the rear of a surface is the same
illumination as the front, which isn't like RL, except
lamp shades and stuff, especially with high ambients),
so often it's better just to place text onto a "decal"
object that sits on the surface.
#include "colors.inc"
#include "glass.inc"
global_settings {
max_trace_level 8
assumed_gamma 2
ambient_light 0.2
max_intersections 128
adc_bailout 1/255 }
camera {
location <1.2, 3, -2.5>
look_at <0, 0, 0>
angle 51
}
light_source {
<0,3,-10>
color <1,1,1>*2
}
light_source {
<0,0,10>
color <0.2,0.2,1>
fade_distance 1
fade_power 2
shadowless
}
#declare R1 = text {ttf "timrom.ttf", "Test", 2.4, 0
translate <-1.35,0.4,-3> }
#declare GLS = material {
texture {T_Glass1}
interior {ior 1.2}
};
union {
sphere {<0,0,0>,3
material {GLS}
}
difference {
object {R1}
sphere {<0,0,0>,3.005 inverse}
sphere {<0,0,0>,3}
texture {
pigment {Gold}
finish {
specular 0.9
roughness 0.01
reflection{Gold*.3, 0.9}
}
}
}
scale 0.33
}
plane {y,-1 pigment {checker Brown Tan}}
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