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In article <3890E367.572DF8C2@mindspring.com>, ric### [at] geocitiescom
wrote:
> I was modeling a glass bottle I keep on my desk a few days ago and
> realized that there was one aspect of it that I have been unable to
> produce in POV: the different densities of the glass. Hopefully you
> will know what I am talking about. The bottle that I have is not of
> consistent thickness, so the refraction is not uniform. Short of
> modeling the thing out of blobs, does anyone know how to simulate the
> different densities of the glass? Or possibly add a feaure that will
> add ior_map abilities or something like that -- kinda like a color map
> only with ior values if there isn't already a way to do this. Thanks.
The cause of the waviness isn't different ior's to the glass, it is the
varying thickness(which is different from the density). Try using a
normal on the glass, something like a squashed bozo will make a ripply
effect:
normal {bozo 0.1 scale < 1, 0.15, 1>}
POV currently does not have a way to calculate variable refraction,
since that would require sampling the ray in several steps through the
object or tracing curved rays. Someone might write a patch to do this
someday, but none currently exist. And it would be the wrong solution to
this problem anyway.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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