POV-Ray : Newsgroups : povray.general : Direction dependent glass? Server Time
26 Dec 2024 02:31:40 EST (-0500)
  Direction dependent glass? (Message 1 to 10 of 14)  
Goto Latest 10 Messages Next 4 Messages >>>
From: Tyler Eaves
Subject: Direction dependent glass?
Date: 18 Apr 2003 10:35:43
Message: <3ea00d3f@news.povray.org>
Anyone know how to get the effect of that dark glass that's often used in
large buildings? You know the stuff... practically opaque from the outside,
almost as clear as normal glass on the inside?


Post a reply to this message

From: ABX
Subject: Re: Direction dependent glass?
Date: 18 Apr 2003 10:41:38
Message: <di30avsdhmc0ajt2t6t4o69lsjl4q7bqt0@4ax.com>
On Fri, 18 Apr 2003 10:32:30 -0400, Tyler Eaves <tyl### [at] cg1org> wrote:
> Anyone know how to get the effect of that dark glass that's often used in
> large buildings? You know the stuff... practically opaque from the outside,
> almost as clear as normal glass on the inside?

http://www.povray.org/documentation/view/193/

ABX


Post a reply to this message

From: Anthony D  Baye
Subject: Re: Direction dependent glass?
Date: 18 Apr 2003 19:25:22
Message: <3EA08A77.5C623C47@Rapidnet.com>
Theoretically.

difference {
    box { <-1.5, -3.0, -0.125> <1.5, 3.0, 0.75> }
    box { <-1.5625, -3.0625, -0.15625> <1.5625, 3.0625, 0.0> texture { NBglass
} }
        texture { NBglass pigment { color rgbf <0.75, 0.75, 0.75, 0.015625> }
    }

Theoretically, this should render the type of semi-silvered glass used in
observation and interogation rooms.


Regards,


Anthony D. Baye


Tyler Eaves wrote:

> Anyone know how to get the effect of that dark glass that's often used in
> large buildings? You know the stuff... practically opaque from the outside,
> almost as clear as normal glass on the inside?


Post a reply to this message

From: Simon Adameit
Subject: Re: Direction dependent glass?
Date: 19 Apr 2003 03:10:30
Message: <3ea0f666$1@news.povray.org>
ABX wrote:
> On Fri, 18 Apr 2003 10:32:30 -0400, Tyler Eaves <tyl### [at] cg1org> wrote:
> 
>>Anyone know how to get the effect of that dark glass that's often used in
>>large buildings? You know the stuff... practically opaque from the outside,
>>almost as clear as normal glass on the inside?
> 
> 
> http://www.povray.org/documentation/view/193/
> 
> ABX

Normally glass is modeled with thickness and not just as one surface so 
slope or object pattern might be better.


Post a reply to this message

From: Christopher James Huff
Subject: Re: Direction dependent glass?
Date: 19 Apr 2003 13:26:38
Message: <cjameshuff-0AA0C1.13254619042003@netplex.aussie.org>
In article <3ea0f666$1@news.povray.org>,
 Simon Adameit <sim### [at] gaussschule-bsde> wrote:

> Normally glass is modeled with thickness and not just as one surface so 
> slope or object pattern might be better.

Neither of those will be of any help in making one-way glass. If you 
make a box with one side dark and the other side light, you will either 
see the dark side directly or through the light side. I'm not sure how 
you plan to use the slope pattern...I think it is idependant of the side 
of the surface it is evaluated at.

Anyway, in a one-way glass window, you are unlikely to be able to tell 
the difference between thick glass and single-surface glass. With smart 
lighting and reflection values, you should be able to get an acceptable 
effect, otherwise using interior_texture or actually changing the 
texture depending on the camera location is probably the best way to go.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


Post a reply to this message

From: Marc Jacquier
Subject: Re: Direction dependent glass?
Date: 19 Apr 2003 14:17:21
Message: <3ea192b1$1@news.povray.org>
Conserve_energy could be helpfull here don't you think?
the part of light which is reflected is not transmitted.
Inside building is darker than outside so less light comes from inside.
Isn't it how it works?

Marc


de news: cja### [at] netplexaussieorg...
> In article <3ea0f666$1@news.povray.org>,
>  Simon Adameit <sim### [at] gaussschule-bsde> wrote:
>
> > Normally glass is modeled with thickness and not just as one surface so
> > slope or object pattern might be better.
>
> Neither of those will be of any help in making one-way glass. If you
> make a box with one side dark and the other side light, you will either
> see the dark side directly or through the light side. I'm not sure how
> you plan to use the slope pattern...I think it is idependant of the side
> of the surface it is evaluated at.
>
> Anyway, in a one-way glass window, you are unlikely to be able to tell
> the difference between thick glass and single-surface glass. With smart
> lighting and reflection values, you should be able to get an acceptable
> effect, otherwise using interior_texture or actually changing the
> texture depending on the camera location is probably the best way to go.
>
> --
> Christopher James Huff <cja### [at] earthlinknet>
> http://home.earthlink.net/~cjameshuff/
> POV-Ray TAG: chr### [at] tagpovrayorg
> http://tag.povray.org/


Post a reply to this message

From: Simon Adameit
Subject: Re: Direction dependent glass?
Date: 19 Apr 2003 16:32:17
Message: <3ea1b251@news.povray.org>
Christopher James Huff wrote:
> In article <3ea0f666$1@news.povray.org>,
>  Simon Adameit <sim### [at] gaussschule-bsde> wrote:
> 
> 
>>Normally glass is modeled with thickness and not just as one surface so 
>>slope or object pattern might be better.
> 
> 
> Neither of those will be of any help in making one-way glass. If you 
> make a box with one side dark and the other side light, you will either 
> see the dark side directly or through the light side. I'm not sure how 
> you plan to use the slope pattern...I think it is idependant of the side 
> of the surface it is evaluated at.

Ah, I didn't think of that. But one could use the slope or object 
pattern in the interior texture.

> Anyway, in a one-way glass window, you are unlikely to be able to tell 
> the difference between thick glass and single-surface glass. With smart 
> lighting and reflection values, you should be able to get an acceptable 
> effect, otherwise using interior_texture or actually changing the 
> texture depending on the camera location is probably the best way to go.
> 

In a one-way glass window you wouldn't need the effect.


Post a reply to this message

From: Christopher James Huff
Subject: Re: Direction dependent glass?
Date: 23 Apr 2003 20:21:41
Message: <cjameshuff-CC8B6D.20214123042003@netplex.aussie.org>
In article <3ea1b251@news.povray.org>,
 Simon Adameit <sim### [at] gaussschule-bsde> wrote:

> Ah, I didn't think of that. But one could use the slope or object 
> pattern in the interior texture.

Wha...? Why not just use the interior texture? And what possible use 
would the object pattern have?


> > Anyway, in a one-way glass window, you are unlikely to be able to tell 
> > the difference between thick glass and single-surface glass. With smart 
> > lighting and reflection values, you should be able to get an acceptable 
> > effect, otherwise using interior_texture or actually changing the 
> > texture depending on the camera location is probably the best way to go.
> 
> In a one-way glass window you wouldn't need the effect.

The effect is a way to achieve one-way glass! The idea is that you use 
interior_texture to get one-way glass, not that you use one-way glass to 
avoid using interior_texture.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


Post a reply to this message

From: Christopher James Huff
Subject: Re: Direction dependent glass?
Date: 23 Apr 2003 20:26:53
Message: <cjameshuff-4B56BF.20265223042003@netplex.aussie.org>
In article <3ea192b1$1@news.povray.org>,
 "Marc Jacquier" <jac### [at] wanadoofr> wrote:

> Conserve_energy could be helpfull here don't you think?
> the part of light which is reflected is not transmitted.
> Inside building is darker than outside so less light comes from inside.

I don't think it would be much help in this particular case, but it's 
worth checking out. The idea's that the window is partially reflective, 
has a dark room on one side and a light room on the other. From the dark 
side, the transmitted light washes out the reflected light. From the 
light side, it is the other way around.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


Post a reply to this message

From: Simon Adameit
Subject: Re: Direction dependent glass?
Date: 24 Apr 2003 09:12:18
Message: <3ea7e2b2@news.povray.org>
Christopher James Huff wrote:
> 
> > Wha...?

A one-way glass window does only make sense if you will be able to see 
it from both sides and if you see it from both sides you will be able to 
tell the difference between a thick glass and a single-surface glass 
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.


Post a reply to this message

Goto Latest 10 Messages Next 4 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.