POV-Ray : Newsgroups : povray.general : Glass Textures in POV-Ray 3.1 :-( Server Time
13 Aug 2024 17:29:24 EDT (-0400)
  Glass Textures in POV-Ray 3.1 :-( (Message 1 to 4 of 4)  
From: Friedemann Schmidt
Subject: Glass Textures in POV-Ray 3.1 :-(
Date: 6 Jul 1998 13:40:59
Message: <35a0fe11.5081470@news.povray.org>
Hi,

I'm very disappointed about the fact, that the "ior" and "refraction"
keywords has been removed from the texture modifier and thereby from
the standard glass finishes (F_Glass1..F_Glass4). If I use a texture
like "T_Glass1", I expect a glass looking object, but it's looking
only opaque, without any refraction.

I know, in the file "glass.inc" there's an instruction to add
"interior { I_Glass }" to all textures and finishes taken from this
file, but does it make sense???

I'm so confused, because I wrote a program to scan for texture
declarations, which won't work with the glass textures in "glass.inc"
if the "ior" keyword isn't located in the texture declaration any
more. Because it's fortunately still possible by now to insert the
"ior" keyword into the finish modifier (is it a bug?), I beg you, Dear
POV-Ray team, to insert it back into the glass finishes or textures
located in the file "glass.inc".

With best regards,
Friedemann Schmidt


Friedemann Schmidt
Fri### [at] Stonescom
Raytracing-Gallery: http://www.rz.fhtw-berlin.de/~s0049669


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From: Friedemann Schmidt
Subject: Re: Glass Textures in POV-Ray 3.1 :-(
Date: 6 Jul 1998 14:29:37
Message: <35a10973.7995439@news.povray.org>
Hi,

I just read the pages 125 and 126 of the documentation, where the
difference of "texture" and "interior" is explained. So, I have
unfortunately ;-) to accept the decision of the programmers to move
"ior" fom the texture modifier to the interior modifier, although I
didn't really understood why it isn't possible to insert the
"interior" modifier into the texture "modifier", like finishes and
pigments. I understand the difference between surface and interior,
but isn't it only a definition that "texture" only describes the
surface of an object? In my opinion, a texture describes the whole
style of an object - apart its shape, so it could include the
"interior" modfier... But I think this is a question of definition and
philosophy.

Again, I'm very unhappy about removing "ior" from the texture, quite
apart from the fact, that the POV-team is doing a great job. Thanks!

Bye,
Friedemann


Friedemann Schmidt
Fri### [at] Stonescom
Raytracing-Gallery: http://www.rz.fhtw-berlin.de/~s0049669


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From: Fabien Mosen
Subject: Re: Glass Textures in POV-Ray 3.1 :-(
Date: 7 Jul 1998 13:33:39
Message: <35a24de3.0@news.povray.org>
In article <35a10973.7995439@news.povray.org>, Fri### [at] stonescom says...
>
>"ior" fom the texture modifier to the interior modifier, although I
>didn't really understood why it isn't possible to insert the
>"interior" modifier into the texture "modifier", like finishes and
>pigments. 

This is answered in the docs : if the interior could be part of a "texture"
statement, then you could make texture_maps or material_maps using textures
with different iors or medias; this would be illogical.  That's why
they separated texture and interior.

Now, I agree for the following annoyment : you can't #declare a glass type
material with just 1 identifier.  You must have 2 identifiers to create 
a glass object...

Maybe there could be a turnaround in the future : a new "material" identifier
that would include 1 texture and 1 interior, such as :

#declare MyGlass = material {texture {TranspColor} interior {Glass1}}

Fabien.


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From: ir  R M A  Wieringa
Subject: Re: Glass Textures in POV-Ray 3.1 :-(
Date: 9 Jul 1998 03:10:26
Message: <35A45EE3.80618852@natlab.research.philips.com>
Fabien Mosen wrote:
> > [...]
> Maybe there could be a turnaround in the future : a new "material" identifier
> that would include 1 texture and 1 interior, such as :
> 
> #declare MyGlass = material {texture {TranspColor} interior {Glass1}}
> 
> Fabien.

That would also solve one of the 'features' I always disliked in the POV
syntax: the 'stacking' of textures without any surrounding keywords. 
That could change into:

material { texture {T1} texture {T2} }

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| Rob Wieringa                                         |
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