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"Gilles Tran" <tra### [at] inapgfr> wrote:
> Note that the full code for the glass scene you took as an example is
> available here (I guess it's only linked from Wikipedia for now):
> http://www.oyonale.com/ressources/downloads/gt_glass_wikipedia.zip
>
> What makes the glass shine nicely is the very high ambient value from the
> sky (cf scene code).
>
> The relevant glass texture is the one below.
>
> #declare F_Glass=finish {
> ambient 0
> diffuse 0
> specular 0.8
> roughness 0.0003
> phong 1
> phong_size 400
> reflection {
> 0.01, 1
> fresnel on
> }
> conserve_energy
> }
>
> #declare T_Glass =texture{
> pigment{rgbf<1,1, 1, 0.95>}
> finish {F_Glass}
> }
>
>
> #declare I_Glass=interior{
> ior 1.51
> fade_distance 10
> fade_power 2
> }
Hi,
First of all, I forgot to mention that the image I used as an example was
made by you. Sorry. I think that it's a beautiful image, as the rest of
your work.
I've tried to change 'pigment', 'finish' and 'interior' with these
parameters, but the result was very similar.
I think that the problem isn't in the glass shine, but in the refraction or
reflection.
I found a difference in 'mesh' definition between my glass and your glass
and I think that the problem could be there. But, where? :)
Thanks,
JSR.
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