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Two posts in a row! Anyhow, forgive my ignorance: if you shine a white
light through a blue glass, doesn't the light "turn" blue? What am I
missing here? I would expect the caustics here to be blue, right? Thanks.
#declare M_Royal_Blue_Glass=material {
texture {
pigment {
NewMidnightBlue*1.2 filter 0.75
}
finish {
diffuse 0.8
specular 1
roughness 0.002
reflection { 0.25 }
}
}
interior {
ior 1.5
dispersion 1.1
dispersion_samples 7
}
}
light_source {
<10, 75, -10>
color <1, 1, 1>*1.05
area_light
x*8, y*4, 8, 4
adaptive 1
jitter
circular
orient
}
light_source {
<10, 45, 10>
color <1, 1, 1>*1.05/2
area_light
x*8, y*4, 8, 4
adaptive 1
jitter
circular
orient
}
object {
center
material { M_Royal_Blue_Glass }
photons{
target 0.5
refraction on
reflection on
collect off
}
}
Post a reply to this message
Attachments:
Download 'dc glass 2.jpg' (19 KB)
Preview of image 'dc glass 2.jpg'
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cadman wrote:
>Two posts in a row! Anyhow, forgive my ignorance: if you shine a white
>light through a blue glass, doesn't the light "turn" blue? What am I
>missing here? I would expect the caustics here to be blue, right? Thanks.
>
My guess is that the caustics you're seeing are a result of
reflection off the top surfaces of the glass object. Have you
tried a render that looks underneath the glass?
Post a reply to this message
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"cadman" <REM### [at] povraycouk> wrote in message
news:3dfb4cd0@news.povray.org...
> Two posts in a row! Anyhow, forgive my ignorance: if you shine a white
> light through a blue glass, doesn't the light "turn" blue? What am I
> missing here? I would expect the caustics here to be blue, right? Thanks.
>
> #declare M_Royal_Blue_Glass=material {
> texture {
> pigment {
> NewMidnightBlue*1.2 filter 0.75
> }
> finish {
> diffuse 0.8
> specular 1
> roughness 0.002
> reflection { 0.25 }
> }
> }
> interior {
> ior 1.5
> dispersion 1.1
> dispersion_samples 7
> }
> }
>
> light_source {
> <10, 75, -10>
> color <1, 1, 1>*1.05
> area_light
> x*8, y*4, 8, 4
> adaptive 1
> jitter
> circular
> orient
> }
> light_source {
> <10, 45, 10>
> color <1, 1, 1>*1.05/2
> area_light
> x*8, y*4, 8, 4
> adaptive 1
> jitter
> circular
> orient
> }
>
> object {
> center
> material { M_Royal_Blue_Glass }
> photons{
> target 0.5
> refraction on
> reflection on
> collect off
> }
> }
I'm just guessing here, but I think it might relate to your dispersion samples not
being high
enough. If you turn off dispersion, do you get a blue tinted shadow?
Also, I always think that glass looks better using fresnel reflection.. you have a
constant
value of 0.25. I would try something like reflection (0.1,0.4 fresnel) (I'm sure these
values
are not technically correct.. I just made them up)
All the best,
Andy Cocker
Post a reply to this message
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