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|  |  | Just playing around with making a glass display case. Two simple macros to
create the glass panes and the fasteners.
Cheers,
Edouard.
 Post a reply to this message
 Attachments:
 Download 'glass_box_work.jpg' (109 KB)
 
 
 Preview of image 'glass_box_work.jpg'
  
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|  |  | "Edouard" <pov### [at] edouard info> wrote:
> Just playing around with making a glass display case. Two simple macros to
> create the glass panes and the fasteners.
It looks like glass, to be sure. Did you use a surface normal for the pane-ends? Post a reply to this message
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|  |  | "Samuel Benge" <stb### [at] hotmail com> wrote:
> "Edouard" <pov### [at] edouard  info> wrote:
> > Just playing around with making a glass display case. Two simple macros to
> > create the glass panes and the fasteners.
>
> It looks like glass, to be sure. Did you use a surface normal for the pane-ends?
Yeah - each pane's edge is cut via CSG (actually with a double bevel), and I
apply an averaged normal to the difference object, so the cut is both rough (via
micro normals) and wavy (via a stretched bozo).
I'm using absorbing media to colour the glass, and I ended up using Robert
McGregor's dielectric macros from
http://news.povray.org/povray.binaries.images/thread/%3C4d524dfb%241%40news.povray.org%3E/
for the reflectance, etc.
Attached is another angle.
Cheers,
Edouard. Post a reply to this message
 Attachments:
 Download 'glass_box_work2.jpg' (94 KB)
 
 
 Preview of image 'glass_box_work2.jpg'
  
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|  |  | Hi
Impressive render! I'm slowly getting up to speed with POV-Ray and was wondering
how were you able to render the text so cleanly? Is that an image map? I've
tried both native text and image maps but usually end up with grainy/rough
edges.
Would you mind sharing your .pov file?
Best Regards,
Steve
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|  |  | "sbakke" <nomail@nomail> wrote:
> Hi
>
> Impressive render! I'm slowly getting up to speed with POV-Ray and was wondering
> how were you able to render the text so cleanly? Is that an image map? I've
> tried both native text and image maps but usually end up with grainy/rough
> edges.
>
> Would you mind sharing your .pov file?
>
> Best Regards,
> Steve
Thank-you!
Just an image map - the only trick is to make it high rez. The floor is a
repeating 1024x1024 PNG.
I'll try to post the POV file once I get it al cleaned up.
Cheers,
Edouard.
 Post a reply to this message
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|  |  | 
|  |  | > Thank-you!
>
> Just an image map - the only trick is to make it high rez. The floor is a
> repeating 1024x1024 PNG.
>
> I'll try to post the POV file once I get it al cleaned up.
>
> Cheers,
> Edouard.
Thanks!
Steve
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|  |  | "sbakke" <nomail@nomail> wrote:
> > Thank-you!
> >
> > Just an image map - the only trick is to make it high rez. The floor is a
> > repeating 1024x1024 PNG.
> >
> > I'll try to post the POV file once I get it al cleaned up.
> >
> > Cheers,
> > Edouard.
>
> Thanks!
>
> Steve
I am working on rendering a glass box and have met some problems. Would you mind
sharing your code with me? Thanks.
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> "sbakke" <nomail@nomail> wrote:
>>> Thank-you!
>>>
>>> Just an image map - the only trick is to make it high rez. The floor is a
>>> repeating 1024x1024 PNG.
>>>
>>> I'll try to post the POV file once I get it al cleaned up.
>>>
>>> Cheers,
>>> Edouard.
>>
>> Thanks!
>>
>> Steve
>
>
>
> I am working on rendering a glass box and have met some problems. Would you mind
> sharing your code with me? Thanks.
>
For the texture, it's normaly beter to start with a fully transparent 
pigment like rgbt 1.
You absolutely need an interior statement. It have to set the ior for 
your glass. Common glass have an ior around 1.5, but it can range from 
presence of disolved materials will change it. Most gemms have ior in 
the 1.7 to 2.5 range.
Adding some dispersion also help, but will increase the rendering time.
Use fade_color, fade_distance and fade_power 1 to provide any 
colouration needed.
An interior block for a glass object can look like this:
interior{
ior 1.5  // Typical or default glass ior
dispersion 1.01 // Keep larger than but close to 1.
fade_color<0.7, 0.98, 0.8> // slightly greenish glass
fade_distance 1
// adjust as needed. Small increase the colour intensity.
fade_power 1 // The only realy realistic value in this case
}
A very important aspect is the reflectiveness of the glass. Your finish 
should have:
finish{reflection{1 fresnel} conserve_energy}
This turn on the fresnel reflection going from almost zero to total 
reflectiveness.
Also adding some relatively tight specular of phong highlight can 
improve the aspect. It's often beter to use a specular or phong value in 
the 0.5 to 0.7 range, but you are not limited to that range.
You can use both specular and phong.
If your box is made of several parts, you should use merge instead of 
union to remove the internal surfaces.
You need to be carefull about coincident surfaces everywhere. They WILL 
cause problem if you are not carefull.
In the global_settings{...} section, you need to increase 
max_trace_level as the default of 5 is normaly conciderably to low.
Alain
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|  |  | Am 27.10.2012 20:58, schrieb Alain:
> Use fade_color, fade_distance and fade_power 1 to provide any
> colouration needed.
> An interior block for a glass object can look like this:
>
> interior{
> ior 1.5  // Typical or default glass ior
> dispersion 1.01 // Keep larger than but close to 1.
> fade_color<0.7, 0.98, 0.8> // slightly greenish glass
> fade_distance 1
> // adjust as needed. Small increase the colour intensity.
> fade_power 1 // The only realy realistic value in this case
Actually, no - realistic fading for interiors is exponential rather than 
linear; specify a fade_power value of 1000 or greater (1001 is often 
used, but it doesn't really matter), POV-Ray will then enable 
exponential fading.
> A very important aspect is the reflectiveness of the glass. Your finish
> should have:
> finish{reflection{1 fresnel} conserve_energy}
> This turn on the fresnel reflection going from almost zero to total
> reflectiveness.
> Also adding some relatively tight specular of phong highlight can
> improve the aspect. It's often beter to use a specular or phong value in
> the 0.5 to 0.7 range, but you are not limited to that range.
> You can use both specular and phong.
Actually the specular or phong value range to use depends on the 
tightness of the highlight (phong_size or roughness), unless you use the 
new "albedo" keyword introduced in POV-Ray 3.7.
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