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"TinCanMan" <Tin### [at] hotmailcom> wrote in
news:3d3af599@news.povray.org
> 1.4 is quite high for dispersion, realistic values are in the range of
> 1.01 or so. 1.1 can give nice but unrealistic results. The
> dispersion value is basically the ratio of the ior for red to the ior
> for violet for a given material. I have an ior include file that has
> iors and dispersion values for a lot of different materials and that
> is essentially how the values look:
> ior = (ior_red+ior_violet)/2
> dispersion = ior_red/ior_violet
I partialy fixed problems - the filter in pigment was too big, and ambient
was almost ignored.
But still - why using even dispersion 1.00001 makes objct _much_ brighter -
so I have to change amient from 0.0 to about 1.0 to have simmilar results
as with no dispersion
Now I use following material, and it gives nice results
texture {
pigment { color rgbf <.93,.98,.999, .98> }
finish {
specular .8 roughness 0.001
phong 0.2 phong_size 20
reflection { .03 .11 }
diffuse .60
ambient 2
}
}
interior {
ior 1.70 fade_power 1 fade_distance 50
dispersion 1.2 dispersion_samples QQ_Disp
}
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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