POV-Ray : Newsgroups : povray.newusers : beginner question: glass table Server Time
4 Nov 2024 23:17:46 EST (-0500)
  beginner question: glass table (Message 1 to 3 of 3)  
From: J Tellings
Subject: beginner question: glass table
Date: 19 Nov 2002 11:53:18
Message: <3dda6c7e$1@news.povray.org>
Hi,

I want to make a table of highly reflective and transparent glass. How can i
do this?

Thanks  a lot!


Post a reply to this message

From: Peter Popov
Subject: Re: beginner question: glass table
Date: 19 Nov 2002 14:05:02
Message: <7o2ltug3dkmkv7mov7ousc5nkqb34k5jke@4ax.com>
On Tue, 19 Nov 2002 17:53:19 +0100, "J Tellings"
<j_t### [at] hotmailcom> wrote:

>I want to make a table of highly reflective and transparent glass. How can i
>do this?

Look outside the window. If it's bright outside, you can not see a
reflection. If it is dark outside, you can not see anything there, but
you see a nice reflection.

That is to say, the realism of your scene will depend on what's behind
the glass.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


Post a reply to this message

From: hughes, b 
Subject: Re: beginner question: glass table
Date: 19 Nov 2002 14:33:59
Message: <3dda9227@news.povray.org>
"J Tellings" <j_t### [at] hotmailcom> wrote in message
news:3dda6c7e$1@news.povray.org...
>
> I want to make a table of highly reflective and transparent glass. How can
i
> do this?

If you use your own custom glass texture (material) instead of a predeclared
glass, you can make it have a variable reflection which also factors in the
index of refraction (ior) by putting keyword 'fresnel' into the 'reflection'
statement. Like so:

material {
texture {
    pigment {rgb <1,1,1> filter 1} // colored transparency
        finish {
            reflection {0.25, 0.5 fresnel} // min., max. reflectivity
            ambient 0 diffuse 0 // cancel any surface color effects
            specular 1 roughness 0.005 // highlight
            conserve_energy // helps tone down object brightness due to
reflection
        } // finish
} // texture
    interior {ior 1.5} // refraction (used by fresnel too)
interior_texture {
    pigment {rgb <1,1,1> filter 0.1} // colored transparency
        finish {
            reflection {0.5, 1.0 fresnel} // min., max. reflectivity
            ambient 0 diffuse 0 // cancel any surface color effects
            specular 1 roughness 0.005 // highlight
            conserve_energy // helps tone down object brightness due to
reflection
        }
} // interior_texture
} // material

The above shows a different reflectivity in one direction through the glass
by using interior_texture. That way it will look clearer on the outside
surfaces and more mirror-like on the inside surfaces. Or you could change it
around, vary the values, etc. If you don't want the reflection to be based
on refraction then remove the fresnel keyword.
--
Farewell,
Bob


Post a reply to this message

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