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2 Nov 2024 15:24:16 EDT (-0400)
  opaque glass (Message 1 to 2 of 2)  
From: Larry Fontaine
Subject: opaque glass
Date: 18 Aug 1999 21:49:09
Message: <37BB60AD.9237B1BC@isd.net>
I'm trying to render a glass object (specifically, an oil lamp), and it
seems that whenever the ray intersects more than two panes of glass, it
becomes opaque. (You can try this -- just set up a simple scene with the
camera pointing straight forward. Make two thin, overlapping panes of
glass and render it. Then try adding a third, and it appears opaque.) Is
this some kind of internal limit? I need a fix or a workaround to finish
my scene.
I was using
   texture { T_Glass3 } interior { I_Glass }
on my object.
Also, it doesn't go away if I use a different glass texture or take away
the interior statement.


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From: Ken
Subject: Re: opaque glass
Date: 18 Aug 1999 22:43:12
Message: <37BB6F3B.E0E14CEE@pacbell.net>
Larry Fontaine wrote:
> 
> I'm trying to render a glass object (specifically, an oil lamp), and it
> seems that whenever the ray intersects more than two panes of glass, it
> becomes opaque. (You can try this -- just set up a simple scene with the
> camera pointing straight forward. Make two thin, overlapping panes of
> glass and render it. Then try adding a third, and it appears opaque.) Is
> this some kind of internal limit? I need a fix or a workaround to finish
> my scene.
> I was using
>    texture { T_Glass3 } interior { I_Glass }
> on my object.
> Also, it doesn't go away if I use a different glass texture or take away
> the interior statement.

Read up on and the use a max_trace_level in your global settings statement.

To start with I would recommend:

global_settings { max_trace_level 10 }

  You could also try to remove any interior surface by combining them into
a merge statment. This way you end up with a shell of the different surfaces
but their interior surfaces will be removed.


-- 
Ken Tyler

See my 700+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html


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