POV-Ray : Newsgroups : povray.general : Translucent materials Server Time
6 Aug 2024 17:03:23 EDT (-0400)
  Translucent materials (Message 1 to 7 of 7)  
From: Corey Woodworth
Subject: Translucent materials
Date: 12 Mar 2002 21:22:55
Message: <3c8eb7ff$1@news.povray.org>
How can I make a translucent material? I have a plastic piece I'm trying to
model. When I look at it with a light behind it I can see the light shine
through but I can't discern any shapes or such.

Any hints?
Corey


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From: Hugo
Subject: Re: Translucent materials
Date: 13 Mar 2002 03:22:26
Message: <3c8f0c42$1@news.povray.org>
> How can I make a translucent material? I have a plastic piece I'm trying
to
> model. When I look at it with a light behind it I can see the light shine
> through but I can't discern any shapes or such.

I just posted a reply in the binaries group where I said you could try
subsurface scattering. Please remember, for this to work your model will
need to have a realistic, solid thickness. Then you can open this solid
inside with the "hollow" keyword and apply media as texture.

Btw, don't start off with a lot of media intervals ... Zeger's code (that
you will find by reading my other post) has 50 intervals but try 5 or 10 for
a major speedup.

Regards,
Hugo


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From: RAY
Subject: Re: Translucent materials
Date: 13 Mar 2002 08:36:30
Message: <3c8f55de@news.povray.org>
"Corey Woodworth" <cdw### [at] mpinetnet> wrote in message
news:3c8eb7ff$1@news.povray.org...
> How can I make a translucent material? I have a plastic piece I'm trying
to
> model. When I look at it with a light behind it I can see the light shine
> through but I can't discern any shapes or such.
I think double_illuminate (I think it's a 3.5 feature) would work, but if it
dosen't work, don't blame me.

RAY


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From: Warp
Subject: Re: Translucent materials
Date: 13 Mar 2002 10:53:52
Message: <3c8f7610@news.povray.org>
Hugo <hua### [at] post3teledk> wrote:
> apply media as texture.

  I don't think that's possible.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From:
Subject: Re: Translucent materials
Date: 13 Mar 2002 10:57:20
Message: <5jtu8u00l41acmiclqhpmvso0275agv7qv@4ax.com>
On 13 Mar 2002 10:53:52 -0500, Warp <war### [at] tagpovrayorg> wrote:
> > apply media as texture.
>
>  I don't think that's possible.

apply Media as texture

that's possible ;-)

ABX


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From: Christopher James Huff
Subject: Re: Translucent materials
Date: 13 Mar 2002 11:32:50
Message: <chrishuff-152B55.11322713032002@netplex.aussie.org>
In article <3c8eb7ff$1@news.povray.org>,
 "Corey Woodworth" <cdw### [at] mpinetnet> wrote:

> How can I make a translucent material? I have a plastic piece I'm trying to
> model. When I look at it with a light behind it I can see the light shine
> through but I can't discern any shapes or such.

The typical way of doing this is to use scattering media that is dense 
enough to obscure what's behind it. You might also want to blur the 
texture using the averaged textures trick...it would get pretty slow 
though. If your object is a thin sheet, just using the double_illuminate 
flag might work...that makes a light source illuminate both sides of a 
surface.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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From: Corey Woodworth
Subject: Re: Translucent materials
Date: 15 Mar 2002 15:45:33
Message: <3c925d6d@news.povray.org>
"RAY" <PCH### [at] yahoocom> wrote in message
news:3c8f55de@news.povray.org...
>
> "Corey Woodworth" <cdw### [at] mpinetnet> wrote in message
> news:3c8eb7ff$1@news.povray.org...
> > How can I make a translucent material? I have a plastic piece I'm trying
> to
> > model. When I look at it with a light behind it I can see the light
shine
> > through but I can't discern any shapes or such.
> I think double_illuminate (I think it's a 3.5 feature) would work, but if
it
> dosen't work, don't blame me.

Ok, I'll check into it. thanks.

> RAY
>
>


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