POV-Ray : Newsgroups : povray.general : Glass and Text Problem : Re: Glass and Text Problem Server Time
31 Jul 2024 04:16:30 EDT (-0400)
  Re: Glass and Text Problem  
From: Tim Attwood
Date: 18 Oct 2007 20:36:29
Message: <4717fc0d$1@news.povray.org>
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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