This is my first post on these news
groups so I'm
unsure of the prevailing etiquette here, and how strictly it is
observed. I apologize in advance if I have violated the
rules by
posting a text request for help, image, and some source text in the same
message/group.
I've been trying to make my first scene
using
primarily the POV SDL. The initial scene and some of the objects
were
modeled in Moray. Rendering has been done using MLPOV V0.81 (for
HDR image
support).
What has me perplexed is the exact
effect and
relation between the <rgbf> color in the 'pigment' section and
fade_color
and such in the 'interior' section. Here are the material
definitions for
the wine and the glass:
#declare winered =
material
// winered
{
texture
{
pigment
{
color
rgbf <0.3, 0.0, 0.0,
1.0>
}
finish
{
ambient
0.1
diffuse
0.1
phong
1.0
phong_size
100.0
&nbs
p;
specular
0.8
roughness
0.0003
&nb
sp;
reflection 0.1
}
}
interior
{
ior
1.45
fade_distance
100.0
fade_power
1.0
fade_color
<1.0, 0.0,
0.0>
}
}
#declare Crystal_1_1_1 =
material // Crystal_1_1_1
{
texture
{
pigment
{
color
rgbf <.98, .98, .98,
.9>
}
finish
{
ambient
0.0
diffuse
0.1
phong
1.0
phong_size
100.0
&nbs
p;
specular
0.8
roughness
0.0003
&nb
sp;
reflection 0.1
}
}
interior
{
ior
1.45
fade_distance
10.0
fade_power
1.0
fade_color
<0.98,
0.98,
0.98>
}
}
I think I've read most of the
relevant
documentation, and I'm still not 100% sure if what I'm trying to do can
be done
with POVRay or not. I'm trying to get a colored shadow cast by the
wine in
the glass. So far I haven't been able to get anything but a gray
shadow.
I've also tried photons to get a
colored caustic
but that hasn't worked out either. I think my problem with the
photons is
that I only want a caustic from the wine and not the glass, but the wine
is
inside the glass, and I suspect that the glass is blocking the
photons. I
put a photon block in the glass object (also added a global photon block
and a
light source photon block of course) with a 'pass_through' in it, but it
still
didn't look like it was working correctly.
I'd appreciate any advice or
suggestions anyone
might have, either related to the problem mentioned above or just
general
comments and ideas. To give a better idea of what the scene looks like
right
now here is an image from render I did with radiosity, but no
photons.
Thanks.