|
|
> clipka wrote:
>
>>> Maybe that's a part for media, not pigment.
>>
>> Birefringence is definitively neither a media nor pigment thing, but a
>> straightforward interior thing, and would have to join ranks with ior
>> and dispersion (as a matter of fact it's a difference in ior depending
>> on polarization with respect to the "optical axis" of the (AFAIK
>> necessarily) crystalline material).
>
> How hard would it be to implement birefringence ...? Seems like it could
> easily be faked
>
> Syntax would be trivial:
>
> ior 1.5, 1.7 //(birefringent material)
>
> You don't really need to care about the polarization of light, since
> light in POVRay doesn't have polarity anyway.
>
> I would imagine tracing a second ray at a different IOR would be rather
> simple to add.
>
In addition of the second ior, you also need an axis or "direction".
If you take a sphere of birefringent material and make it turn, the
difference in refractions changes. It also changes depending on the
distance from the view axis.
There is a plane where both iors are the same and an axis where they are
the most different, usualy. They are frequently perpendicular, but I
think that there are cases where the axis is not normal to the plane...
I think that you "may" attempt to simulate it. Some experimentation in
view. Some layering and/or averaging would be required.
Alain
Post a reply to this message
|
|