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> I am attempting to create a pane of glass that refracts light as though it were
> a prism.
>
> Consider this attempt that didn't work.
>
> object{
> box{<10,1/2,10>, -<10,1/2,10> }
> texture{T_Glass3}
> interior{ ior 1.5 dispersion 2.4 dispersion_samples 150 caustics 0.4 }
> normal{function{0.1*z}}
> photons{target refraction on reflection on}
> }
>
> I have tried many different settings and the problem seems to be in the normal
> statement.
>
> I want the stars on the other side of the glass to be dispersed along the z
> direction similar to this attempt http://goo.gl/i2gfS
>
> This is the closest I have gotten, using bumps in the normal statement
> http://goo.gl/OfEIq
>
> I want the faces of the pane of glass to behave as if they are pointed in a
> specific direction.... how do i do this?
>
>
The problem with your solution is that the same normal affect both faces
of your box.
Change it as follow:
difference{
box{<10,1/2,10>, -<10,0,10> }
box{<10.1, 0.4,10.1><-10.1, 0.1, -10.1> pigment{rgbt 1}
normal{function{0.1*z}}}
pigment{rgbt 1}// Fully transparent pigment.
interior{ ior 1.5 dispersion 2.4 dispersion_samples 150 caustics 0.4 }
photons{target refraction on reflection on}
}
This way, one face of your box have a normal while the other don't.
I replaced the glass texture to a plain rgbt 1 pigment. We don't need
the added highlights and reflection here.
This is not the way I'd do that.
I'd make an actual thin rism with your actual interior.
prism{4 20 <10,0><-10,-0.5><-10,0.5><10,0>
pigment{rgbt 1}
interior{ ior 1.5 dispersion 2.4 dispersion_samples 150}
photons{target refraction on reflection on}
translate -10*y
rotate <90,90,0>
}
it on the X-Z plane.
Reverse that rotation to have it point toward +Z.
Anyway, you should NOT use caustics in this case. It's ok to simulate
the caustics on a pool's bottom, it's realy poor in any other situation.
Alain
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