POV-Ray : Newsgroups : povray.binaries.images : cf alpha freeze : Re: cf alpha freeze Server Time
19 Apr 2024 22:47:15 EDT (-0400)
  Re: cf alpha freeze  
From: Alain Martel
Date: 5 Dec 2019 20:14:26
Message: <5de9ab72$1@news.povray.org>

> hi,
> 
> Alain Martel <kua### [at] videotronca> wrote:

>>> "using the pigment as shown, I get the single decal but the other texture has
>>> turned transparent and the droid looks like a weird mix of glass and (white)
>>> emissive media."
>>> ... > > for this image I scaled the decal down to show the effect.  it looks like
much
>>> of the 'finish{}' survives in 3.7.1, just not the colour.
>>>
>>
>> That droid obviously have an interior that set an IOR. We see a fair
>> amount of total internal reflection.
> 
> in the eye glass, the only other ior I found is used in the ground plane!
> (unsure why)

Setting an IOR is needed when you want to use fresnel reflection. Check 
the finish of that plane. My bet is that you'll find something like :
finish{ reflection{ 1 fresnel } SomeOtherFinishComponent }

With no IOR set, it default to 1, witch effectively kill any reflection.

> 
>> When applying a decal, you should layer it over some other texture.
>> #declare textureWithDecal
>> texture{SomeBaseTexture}
>> texture{pigment{image_map png"Decal"once}}
> 
> thanks.  I opted (before reading your post) for a second, transparent cylinder
> with the decal, and union'd with the body.  for now I haven't used a texture
> keyword.  will have to play some more with different arrangements, perhaps
> modify the Android code.
> 
> 
> regards, jr.
> 

A texture{} contain a pigment and a finish, and possibly a normals 
statement.
When you use a naked pigment or finish, you effectively apply the 
default finish along with the pigment, and the default pigment with the 
finish unless you also define the other.


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