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Download 'glass_bowl.jpg' (281 KB)
Preview of image 'glass_bowl.jpg'
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Download 'glass_bowl_conserve_e.jpg' (286 KB)
Preview of image 'glass_bowl_conserve_e.jpg'
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On 25-1-2012 21:47, Florian Siegmund wrote:
.....? :-)
Thomas
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Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> On 25-1-2012 21:47, Florian Siegmund wrote:
>
>
>
> .....? :-)
>
> Thomas
Seems to me that he forgot to set ior > 1 in the interior block.
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On 26-1-2012 10:45, nemesis wrote:
> Seems to me that he forgot to set ior> 1 in the interior block.
>
I don't know, but I prefer some explanations or code about what is wrong...
Thomas
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Thomas de Groot escreveu:
> On 26-1-2012 10:45, nemesis wrote:
>> Seems to me that he forgot to set ior> 1 in the interior block.
>>
>
> I don't know, but I prefer some explanations or code about what is wrong...
ugh, sorry. I previously saw the picture from my small smartphone
screen. Looking now, it's sure he uses ior > 5.
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nemesis <nam### [at] gmailcom> wrote:
> Thomas de Groot escreveu:
> > On 26-1-2012 10:45, nemesis wrote:
> >> Seems to me that he forgot to set ior> 1 in the interior block.
> >>
> >
> > I don't know, but I prefer some explanations or code about what is wrong...
>
> ugh, sorry. I previously saw the picture from my small smartphone
> screen. Looking now, it's sure he uses ior > 5.
Excuse me for the missing explanation here, but I posted something in the bug
reports group. Ior is 1.41 in both images (I'm not a complete fool though :) ),
but the thing that disturbs me is that conserve_energy does not seem to work
correctly in combination with fade_color. Is this a known issue or has nobody
tried it before? Or is there probably a workaround or something else to achieve
the desired effect?
Regards Florian
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Am 26.01.2012 21:52, schrieb Florian Siegmund:
> Excuse me for the missing explanation here, but I posted something in the bug
> reports group. Ior is 1.41 in both images (I'm not a complete fool though :) ),
> but the thing that disturbs me is that conserve_energy does not seem to work
> correctly in combination with fade_color. Is this a known issue or has nobody
> tried it before? Or is there probably a workaround or something else to achieve
> the desired effect?
>
Well, it would have been helpful to *see* your full material statement
but anyway for dielectrics like glass something like this has always
worked for me:
#macro Dielectric (COLOR, IOR, TRANSLUCENCY)
material {
texture {
pigment {rgb COLOR filter 1}
finish {
ambient 0 diffuse 0
reflection {0,1 fresnel on} conserve_energy
}
}
interior {
ior IOR
fade_power 1001
fade_distance TRANSLUCENCY
fade_color rgb <pow(COLOR.red,3),
pow(COLOR.green,3),
pow(COLOR.blue,3)>
}
}
#end
note that this "fade_power 1001" statement is an old (and really dirty
as it lacks any logic) hack that is part of POV-Ray since ages to turn
realistic fade power calculation on.
The value for TRANSLUCENCY depends on your general scene scale and just
to mention it: make sure your max_trace_level is high enough for all the
internal bounces.
-Ive
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Ive <ive### [at] lilysoftorg> wrote:
>
> Well, it would have been helpful to *see* your full material statement
> but anyway for dielectrics like glass something like this has always
> worked for me:
>
>
> #macro Dielectric (COLOR, IOR, TRANSLUCENCY)
> material {
> texture {
> pigment {rgb COLOR filter 1}
> finish {
> ambient 0 diffuse 0
> reflection {0,1 fresnel on} conserve_energy
> }
> }
> interior {
> ior IOR
> fade_power 1001
> fade_distance TRANSLUCENCY
> fade_color rgb <pow(COLOR.red,3),
> pow(COLOR.green,3),
> pow(COLOR.blue,3)>
> }
> }
> #end
>
>
> note that this "fade_power 1001" statement is an old (and really dirty
> as it lacks any logic) hack that is part of POV-Ray since ages to turn
> realistic fade power calculation on.
> The value for TRANSLUCENCY depends on your general scene scale and just
> to mention it: make sure your max_trace_level is high enough for all the
> internal bounces.
>
> -Ive
This is the full material statement I used for the bowl,
max_trace_level = 20 (I already know the trick with "fade_power 1001", thank you
anyway!):
material {
texture {
pigment {color rgbf 1}
finish {
ambient 0
diffuse 0
reflection {1 fresnel}
conserve_energy
}
}
interior {
ior 1.41
fade_color color rgb <0, 0.15, 0.02>
fade_power 1001
fade_distance 1
}
}
It's almost similar to the one you posted, the only thing I did differently is
the pigment. I don't want really "colored" glass, rather clear glass like this
one: http://www.indigorenderer.com/materials/materials/1026
I did another render with reduced fade_distance so you can better see what
disturbs my eye..
Regards,
Florian
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Attachments:
Download 'glass_bowl_dark.jpg' (462 KB)
Preview of image 'glass_bowl_dark.jpg'
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*absorbing media* are the magic words. Although I'm not sure if it uses a
physically correct distance formula, the material looks better now.
Florian
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Attachments:
Download 'glass_bowl_media.jpg' (247 KB)
Preview of image 'glass_bowl_media.jpg'
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