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>
> finish {
> ambient 0
> diffuse 1
Try diffuse 0, or some smallish value.
> brilliance 0.05
Extremely low value! Your surface reaction to illumination is almost
independent from the direction of the incident light. Such a value is
rather unexpected for a shiny, reflective surface.
I'm partial of using larger value, at least 1, probably more.
> specular 0.5
> roughness 0.001
> reflection 0.125
> }
For your material, I'd use some variable reflection with fresnel and
conserve_energy, but, here it's mostly a test.
Suggestion: reflection{0.05, 0.25 fresnel} conserve_energy
>
>
> interior {
> fade_distance 2
> fade_power 3 // maybe this?
This should be fade_power 1 OR fade_power 1001.
fade_power 3 is totaly unrealistic in the real world. It may be used to
simulate a light_source glowing through some medium that restricts it's
propagation, like in some underwater scene.
The realistic values are:
interior: fade_power 1 OR fade_power 1001
light_source: fade_power 2
> ior 1.45
> caustics 1.0
remove this if you use photons.
> }
>
> Actually the bluish look of the background comes from the glows, as it
> is really black and the ground white.
>
> Weird stuff.
>
> Ian
>
You don't define fade_color, so it defaults to black.
Finaly, it looks like your sphere is reflecting your glow colour.
Alain
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