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I encountered a possible bug when I tried to use fade_color with conserve_energy
in the material of a "glass bowl". With fade_color only, everything seems to be
alright (despite too bright edges for the bowl to be "photorealistic" though),
but in combination with the conserve_energy statement it looks like pov-ray
would ignore fade_color calculations after the second refraction/reflection..
these material areas show up much too bright (they should even be a little bit
darker than without conserve_energy).
I get the same result with v3.6 and v3.7 RC3, so this shouldn't be something
very new.
I will also post two images in the image binaries group (glass_bowl and
glass_bowl_conserve_e).
So is there a different possibility to create a realistic looking glass material
(with distance based color), if it cannot be achieved this way?
Regards Florian
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