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Am Fri, 11 May 2007 15:05:29 -0400 schrieb flame-mike:
> I nothing understand. I tried to change every value. But nothing helps. (;
>
You could try the group povray.international and ask there in your mother
language.
>
> global_settings
> {
> max_trace_level 100 /*or another high number*/ adc_bailout 1/127
> /*decrease the denominator for faster but less exact results*/
> }
> }
> #include "colors"
> light_source {
> <45, 33, -50>, rgb <1, 1, 1>
> }
You could add
looks_like
{
sphere
{
<45, 33, -50>, 3
pigment { color <1, 1, 1> }
finish { ambient 1 //glow in the dark }
}
}
> height_field {
> png "/home/mike/povray/povray-test.png" water_level 0.0001
> scale 1
> no_shadow
> hollow false
> rotate x*(-90)
> translate <-0.5, -0.5, 0>
> material {
> texture {
> pigment {
> color rgbt <1, 0, 0, 0.99>
> }
> finish {
> ambient 0.3
> reflection {
> 0.0, 0.2
> fresnel on
> }
> }
> }
> interior {
> ior 1.3
> }
> }
> }
looks ok. I would use pigment { Clear } , no ambient and perhaps more
reflection. To get nice highlights from the light_source use specular.
>//here is another tweak of these fractal.
>
>box {
> <-0.5, -0.5, -0.5>, <0.5, 0.5, 0.5>
> scale 1
>
> pigment {
> image_map { png "povray-test-color.png"} translate <-0.5, -0.5,
> -0.5>
> }
> rotate <0, 0, 0>
> translate z*0.5
>}
>}
>camera {
> orthographic
> location <0, 0, -5>
> sky <0, 1, 0>
> direction <0, 0, -1>
> right <1.3333, 0, 0>
> up <0, 1, 0>
> look_at <0, 0, 1>
>}
Normally there is no need to adjust sky and direction, you might even get
strange results depending on the place where you put these statements.
I guess the problem is the missing sourroundings: Glass is clear, you only
"see" it because it refracts and reflects what is around it. If I model
clear objects I first give them a red pigment until I get the shape right,
then I change it to the actual material. Perhaps adding a ground plane
with a checker pigment will also help you. An advanced technique to get
nice reflections is a HDR light probe, but POV-Ray 3.6.1 does not support
it.
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