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> Hi all,
>
> I'm new to Povray and have learned most of the basics so far to achieve what I
> want. However I am trying to create an image with some glass objects and can't
> quite get the lighting and vibrancy how I want it.
>
> This is an image here:- http://www.flickr.com/photos/40381418@N02/3717188064/
> on Flickr. Can anyone show how this image was made, especially the lighting and
> the glass material and how it's so vivid and vibrant please.
>
> Any help/pointer would be greatly appreciated.
>
> thanks
>
> Tizer001
>
>
>
Any glass object need some additional parameters:
- An interior block that contains an ior
- That interior block can also include a fade_color, fade_distance and
fade_power to set the colour of the substance composing the object.
- To increase realism, add some dispersion. This increase the
rendering time.
With no ior, light won't bend, resulting in an object looking somewhat
like a bubble.
Sample interior block:
interior{ior 1.5 // typical class
dispersion 1.03 // should be kept low and > 1 to be realistic
fade_dolor rgb<0.7, 0.75, 0.9>// a bluish glass
fade_distance 10 // relatively small effect. Adjust for the size of
your object.
fade_power 1 // or 1001 to use "exponential" fading
}
The finish should include a variable reflection block with the fresnel
option. Don't forget to add conserve_energy to the finish.
Sample complete finish:
finish{ambient 0 diffuse 0.1 // don't interact much directly with the light
specular 0.7 roughness 0.0001 // get relatively tight highlights
reflection{0.1 0.95 fresnel} // prety normal for glass
conserve_energy}
The highlights realy add a lot. They help give perceptual volume to the
objects.
To get realistic caustics, you need to add a photons{} block to the
global_settings AND another photons block to your glass object.
Sample minimal global photons block:
photons{count 1000000}// set how many photons you want to shoot
photons{spacing 0.01} // set the density at whitch you want the photons shot
Glass object typical photons block:
photons{ target // enable shooting photons at this object
refraction on // turn photons refraction on
reflection on // turn photons reflection on
collect off // save time. Photons don't show much on transparent
objects anyway.
}
Your light_source don't need a photons block. It have the folowing
DEFAULT one:
photons{refraction on reflection on}
A lone glass object is rather boring. It needs some environment to realy
show. Even if you don't see them, a sky_sphere or some ther objects can
help.
Alain
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