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In article <3ea7e2b2@news.povray.org>,
Simon Adameit <sim### [at] gaussschule-bs de> wrote:
> A one-way glass window does only make sense if you will be able to see
> it from both sides
Right. Otherwise you could just change the texture.
> and if you see it from both sides
Say, from a mirror in the room on the "subject" room, with the camera in
the "observer" room.
> you will be able to tell the difference between a thick glass and a
> single-surface glass
Uh...why? You would still need a close look at it.
> thus you need a way to archieve one-way thick glass which with interior
> texture alone wont work, the interior texture needs to be transparent
> but the outside texture only needs to be transparent on one side which
> you can archieve with the object or slope pattern.
Well, as I've been saying, you can probably get a reasonable one-way
effect by good lighting. But I don't see how the slope pattern can help
here. Are you using the object pattern to only silver one side of the
glass? That's a little overkill in flexibility, and gradient would
probably be as fast, but it would work.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff wrote:
> In article <3ea7e2b2@news.povray.org>,
>
>
> Uh...why? You would still need a close look at it.
>
It's not about being able to see both surfaces but about the rays not
ending up parallel. You could use a lower ior to compensate for this but
this will make fresnel reflection look all wrong.
> Well, as I've been saying, you can probably get a reasonable one-way
> effect by good lighting.
lightning?
>But I don't see how the slope pattern can help
The same way object or gradient(if the window is flat) pattern can help.
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In article <3ea807ba@news.povray.org>,
Simon Adameit <sim### [at] gaussschule-bs de> wrote:
> It's not about being able to see both surfaces but about the rays not
> ending up parallel.
Parallel? Rays that start out parallel will stay parallel.
> You could use a lower ior to compensate for this but
Ah, you are thinking of using ior. With a single-surface window, you
would obviously not use an ior.
> this will make fresnel reflection look all wrong.
Why are you using fresnel reflection?
> > Well, as I've been saying, you can probably get a reasonable one-way
> > effect by good lighting.
>
> lightning?
No, lighting.
> >But I don't see how the slope pattern can help
>
> The same way object or gradient(if the window is flat) pattern can help.
I now see how you were applying the object pattern, but not the slope
pattern. What are you using it for?
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Christopher James Huff wrote:
> In article <3ea807ba@news.povray.org>,
> Simon Adameit <sim### [at] gaussschule-bs de> wrote:
>
>
>>It's not about being able to see both surfaces but about the rays not
>>ending up parallel.
>
>
> Parallel? Rays that start out parallel will stay parallel.
When you use ior the ray that enters the glass should be parallel to the
one leaving the glass (in case of a flat window) which is not the case
with a single surface. I think I'm so used to using ior and fresnel
reflection with glass that I didn't even think of not doing so and
simply using a single-surface as the refraction probably wont be visible
anyways.
>>lightning?
>
> No, lighting
>
I know that you ment lighting and also wanted to say that but I dont
know what you ment? (Does that make sense?)
> I now see how you were applying the object pattern, but not the slope
> pattern. What are you using it for?
>
For the same purpose. Make one side of the glass (the outside texture on
one side) non transparent, highly reflective, or whatever...
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