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J-Print News <vir### [at] iconcoza> wrote:
: Can this be done in Pov?
The question would better be "could this be avoided with povray?".
Povray does this by design. Trying to avoid this would be the hard thing
(I can't think of any way right now). Of course there's no reason to avoid
it...
--
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?putchar('\n'):m)for(_
=(c>>2)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););} /*- Warp -*/
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"J-Print News" <vir### [at] iconcoza> wrote in message
news:3a5c77fc@news.povray.org...
> I just thought of something else. Glass reflects not only on the outside
but
> on the inside as well. If you look carefully at a window pane at night
> you'll notice there is actually a double reflection.
>
> Can this be done in Pov?
>
I wasn't sure so I tried it. This behaviour as far as I can see is
reproduced by default in both pov and mp. Try the following code:
#include "colors.inc"
light_source{<0,0,0> color rgb<1,1,1>*2 translate <0, 30, 0>}
light_source{<0,0,0> color rgb<1,1,1>*2 translate <0, -30, 0>}
camera{location <5.0, 0.0, -5.0> look_at <0.0, 0.0, 0.0>}
box{
<-10,-10,0>,<10,10,1>
pigment{rgbf 1}
finish{reflection 1/2 ambient 0 diffuse 0}
}
sphere{0, 1 translate<-5,0,-5> pigment{Red}}
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In article <3a5c7ef2@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> The question would better be "could this be avoided with povray?".
>
> Povray does this by design. Trying to avoid this would be the hard thing
> (I can't think of any way right now). Of course there's no reason to avoid
> it...
In the official version, textures affect both sides of each surface the
same way, so glass panes will have that double-reflection effect
(actually, many more than two reflections, depending on
max_trace_level). MegaPOV allows you to override the texture of the
"interior" side of the surface with the interior_texture feature. This
feature also works with objects like bezier patches or triangles, which
don't have an "interior" but clearly have two sides.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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> The question would better be "could this be avoided with povray?".
[snip]
Easy. Define two textures for the glass, one with reflection, and one
with none.
Construct your pane of glass as a CSG difference of two cubes, one taking
a face off the other. Assign the textures, one to each cube, and viola!
You have a pane of glass which has one face which eiother reflects or
does not reflect, depending on how you assigned the textures.
Bye for now,
Jamie.
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On Wed, 10 Jan 2001 20:54:04 -0000, Jamie Davison wrote:
>Construct your pane of glass as a CSG difference of two cubes, one taking
>a face off the other. Assign the textures, one to each cube, and viola!
>You have a pane of glass which has one face which eiother reflects or
>does not reflect, depending on how you assigned the textures.
Maybe, maybe not. There's also TIR, which is solely dependent on the
IOR of the object.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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> >Construct your pane of glass as a CSG difference of two cubes, one taking
> >a face off the other. Assign the textures, one to each cube, and viola!
> >You have a pane of glass which has one face which eiother reflects or
> >does not reflect, depending on how you assigned the textures.
>
> Maybe, maybe not. There's also TIR, which is solely dependent on the
> IOR of the object.
True enough I suppose. Then you could always just use a clipped plane as
a single face of a pane of glass, and fake it. (the great maxim of
computer graphics as far as I'm concerned, if it's too tricky to do the
real way, fake it. <grin>)
Although thinking about it, assuming that both textures were identical
apart from the reflection settings (Interior etc.) then surely the non-
reflective face would work to kill any TIR that might be taking place?
I'll try playing with it tomorrow night, as I need to hit the shower and
get to bed since I'm knackered.
Bye for now,
Jamie.
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Jamie Davison <jam### [at] dh70qdu-netcom> wrote:
: Construct your pane of glass as a CSG difference of two cubes, one taking
: a face off the other. Assign the textures, one to each cube, and viola!
: You have a pane of glass which has one face which eiother reflects or
: does not reflect, depending on how you assigned the textures.
This works only when looking from one side of the glass, but not the other
side.
Suppose that we are also seeing the other side of the glass at the same
time through a mirror...
--
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?putchar('\n'):m)for(_
=(c>>2)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););} /*- Warp -*/
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Chris Huff <chr### [at] maccom> wrote:
: with the interior_texture feature
Is the bug about this feature, which I reported long ago, already fixed?-)
--
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?putchar('\n'):m)for(_
=(c>>2)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););} /*- Warp -*/
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In article <3a5d99e2@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> : with the interior_texture feature
>
> Is the bug about this feature, which I reported long ago, already
> fixed?-)
Hmm, probably not...I remember looking at the lighting code, but
couldn't figure it out. It was some problem with filtering textures,
right?
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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