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I also want to make the ball see-through...transparent...I was told to use
rgbft/transmit function...in my example I commented it out. Is the
use/placement of it in my code provided correct or not?
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On Wed, 12 Nov 2003 07:22:16 EST, "gyanez" <gya### [at] nc rr com> wrote:
>I also want to make the ball see-through...transparent...I was told to use
>rgbft/transmit function...in my example I commented it out. Is the
>use/placement of it in my code provided correct or not?
Yes that is correct. You can also use
color rgbt <1,1,1,1> and color rgbft <1,1,1,0,1>
Note that filter and transmit should add up to one (1) unless you want strange
results.
To see what is happening put something behind the ball and raise the light
source. For instance.
#include "finish.inc"
#include "textures.inc"
#include "colors.inc"
#include "glass.inc"
#include "stones.inc"
camera { // Front
location <0,2,-10>
look_at <0,0,1>
}
/*
camera { // Side
location <10,2,-10>
look_at <0,0,1>
}
*/
light_source { <0,5,-2> color White}
plane { <0, 1, 0>, -1
pigment {
checker
color rgb 1
color blue 1
scale 0.5
}
finish{
diffuse 0.8
ambient 0.1
}
}
object {
sphere {
<0, 1, 2>, 2
//no_image // Un comment to view without the sphere
photons{
target
reflection on
refraction on
}
pigment {
color rgbft <1,0,0,1,0>
// Col_Glass_Clear
}
finish{ reflection{0,1 fresnel on}}
interior {ior 1.5}
}
}
cone { <0, 7, 0>, 0.0, <0, 0, 0>, 1.0
translate <1,-1,10>
texture {
pigment { colour rgb<1,1,1>
}
finish { // (---surface finish---)
ambient 0.2
specular 0.6 // shiny
}
}
}
Regards
Stephen
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George Yanez <gya### [at] nc rr com> wrote:
> I have the following in POV (trying to make transparent glass/crystal ball)
> and the results is not what I expect/want.
Mainly because you don't have details in the environment for the sphere
to reflect/refract.
Try this:
-----------8<-----------8<-----------8<-----------8<-----------8<-----------
global_settings { photons { count 10000 } }
camera { location <2,5,-10>*.7 look_at 0 angle 35 }
light_source { <15,20,-4>, 1 fade_distance 20 fade_power 2 }
light_source { <-20,10,-5>, <.5,.25,.1> fade_distance 20 fade_power 2 }
// Glass sphere
sphere { 0,1
// You can also try this instead of the above for a hollow sphere:
//difference { sphere { 0,1 } sphere { 0, .9 }
pigment { rgbf 1 }
finish
{ specular 2 roughness .005
reflection { .2, .4 }
}
interior { ior 1.5 }
photons { target reflection on refraction on }
}
// Floor. (Don't mind the complexity, it's just for getting details)
plane
{ y,-1
pigment { checker rgb 1, rgb .5 }
#declare TileNormal =
normal
{ gradient x 1 slope_map
{ [0 <0,1>][.05 <1,0>][.95 <1,0>][1 <0,-1>] }
}
normal
{ average normal_map
{ [1 TileNormal]
[1 TileNormal rotate y*90]
}
}
finish { specular .5 }
}
-----------8<-----------8<-----------8<-----------8<-----------8<-----------
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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On 12 Nov 2003 09:06:31 -0500, Warp <war### [at] tag povray org> wrote:
> George Yanez <gya### [at] nc rr com> wrote:
>> I have the following in POV (trying to make transparent glass/crystal
>> ball)
>> and the results is not what I expect/want.
>
> Mainly because you don't have details in the environment for the sphere
> to reflect/refract.
> Try this:
>
> -----------8<-----------8<-----------8<-----------8<-----------8<-----------
> global_settings { photons { count 10000 } }
>
> camera { location <2,5,-10>*.7 look_at 0 angle 35 }
> light_source { <15,20,-4>, 1 fade_distance 20 fade_power 2 }
> light_source { <-20,10,-5>, <.5,.25,.1> fade_distance 20 fade_power 2 }
>
> // Glass sphere
> sphere { 0,1
> // You can also try this instead of the above for a hollow sphere:
> //difference { sphere { 0,1 } sphere { 0, .9 }
> pigment { rgbf 1 }
> finish
> { specular 2 roughness .005
> reflection { .2, .4 }
> }
> interior { ior 1.5 }
> photons { target reflection on refraction on }
> }
>
> // Floor. (Don't mind the complexity, it's just for getting details)
> plane
> { y,-1
> pigment { checker rgb 1, rgb .5 }
> #declare TileNormal =
> normal
> { gradient x 1 slope_map
> { [0 <0,1>][.05 <1,0>][.95 <1,0>][1 <0,-1>] }
> }
> normal
> { average normal_map
> { [1 TileNormal]
> [1 TileNormal rotate y*90]
> }
> }
> finish { specular .5 }
> }
> -----------8<-----------8<-----------8<-----------8<-----------8<-----------
>
It always amazes me how just a few lines of code can produce something
that looks so gorgeous, "Don't mind the complexity" that's like a
matador's cape to me:) Slope-map's? Haven't really looked at normals yet,
those look -interesting- ah well, there goes the evening:)
--
Phil
--
Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/
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"Phil Cook" <phi### [at] nospamdeckingdeals co uk> wrote in message
news:opryja1daup4ukzs@news.povray.org...
Gah - now I've got to render the damn thing...
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"Warp" <war### [at] tag povray org> wrote in message news:3fb23e67@news.povray.org...
Just out of curiousity, why:
reflection { .2, .4 }
rather than
reflection{fresnel}
?
(or, more accurately, why doesn't fresnel produce such nice results as .2, .4 ?)
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In article <3fb26d11$1@news.povray.org>,
"Tom Melly" <tom### [at] tomandlu co uk> wrote:
> (or, more accurately, why doesn't fresnel produce such nice results as .2, .4
> ?)
Because you're using it wrong. First, fresnel reflection varies from 0
to 1 by default, so "reflection {fresnel}" isn't even remotely
equivalent to "reflection {0.2, 0.4}". And second...glass reflection
isn't really very variable. Get a piece of glass and look at it from
various angles...the reflection stays pretty much the same (there is a
sharp increase where total internal reflection starts, but that is a
separate effect that POV also simulates). Water and many ceramic glazes
and plastics do have highly variable reflection.
--
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 <cja### [at] earthlink net> wrote:
> glass reflection isn't really very variable.
That depends a lot in the type of glass and its coating layer.
There are certain types of glass surface finishes which exhibit a very
pronounced variable reflection. When you look at the glass right from
the front, it reflects some, but you can mostly see through it. However,
when you look at it at a sharp angle, it's almost like a mirror.
Next time you walk on a street, try looking at the store windows from
different angles... :)
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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In article <3fb2af10@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> Christopher James Huff <cja### [at] earthlink net> wrote:
> > glass reflection isn't really very variable.
>
> That depends a lot in the type of glass and its coating layer.
> There are certain types of glass surface finishes which exhibit a very
> pronounced variable reflection. When you look at the glass right from
> the front, it reflects some, but you can mostly see through it. However,
> when you look at it at a sharp angle, it's almost like a mirror.
True, but the surface coating that shows these effects usually isn't
glass, but polymers to reinforce the glass, protect it from weathering,
and block glare and UV. I haven't seen any glass that shows strong
variable reflection...but I haven't looked at many types. There may be
types that show this effect more strongly...
Surface coatings like this are something to keep in mind when making
textures, though...as another example, a colored, dull object may have a
colorless reflective glaze. Since the reflection comes from a colorless
material, it is not tinted with the color of the surface. A chrome ball
with a transparent red coating will have very different reflections from
a red ceramic ball with clear glaze.
--
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" <cja### [at] earthlink net> wrote in message
news:cja### [at] netplex aussie org...
> Because you're using it wrong. First, fresnel reflection varies from 0
> to 1 by default, so "reflection {fresnel}" isn't even remotely
> equivalent to "reflection {0.2, 0.4}". And second...glass reflection
But I thought fresnel used the interior ior to calc. reflections? Isn't the
implication that if you get the ior right, then fresnel should produce the most
realistic result?
As Warp says, glass does seem to have very variable reflection depending on the
angle at which it's viewed. I make no claim to understanding the issues - just a
claim that I'm confused....
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