POV-Ray : Newsgroups : povray.newusers : Wrong reflection... Server Time
25 Dec 2024 01:47:38 EST (-0500)
  Wrong reflection... (Message 1 to 4 of 4)  
From: Jerome
Subject: Wrong reflection...
Date: 21 Dec 2002 03:40:06
Message: <web.3e042851f909ebf5ff8bc1340@news.povray.org>
Hi All,

I try to copy some POV sources to create a beam splitter, but irremediatly
it fails. The reflected laser beam goes in the wrong direction (and nothing
is transmitted). I join the code source.

Thanks in advance,

Cheers,

Jerome

-------------------------------------------------------------------------

#include "colors.inc"


  global_settings {
                   max_trace_level 5
                   photons {
                            count 20000
                            autostop 10
                            media 100
                            jitter 0
                           }
                   }


camera {
        orthographic
        location  <200, 200, 0>
        look_at   <0, 0, 100>
       }


media {
       scattering {0.5, color White extinction 0}
       method 3
       intervals 1 samples 4
      }


light_source { <0,0,-400> Red
               spotlight
               point_at <0,0,400>
               cylinder
               parallel
               radius 3.1 falloff 3.2
               tightness 1
               media_interaction on
             }


light_source {<800, 800, 400>, color White
             photons {refraction off reflection off}
             media_interaction off
             }


plane { y, -200
       pigment {
                checker color HuntersGreen color SummerSky
                scale 50
                scale <3, 1, 3>
               }
    finish {
            ambient 0.2
            diffuse 0.6
           }
      }



prism   {
        linear_spline
        -25, 25, 3,
        <-25,150>, <-25,100>, <25,150>
        pigment{rgbt<0,0,0,1>}
        finish  {
                ambient 0
                diffuse 0
                reflection 0.5
                }
        interior{ior 1.5}
        photons{
        target
        reflection on
        refraction on
        collect on
               }
        }


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From: Norbert Kern
Subject: Re: Wrong reflection...
Date: 21 Dec 2002 07:37:50
Message: <3e04609e@news.povray.org>
If I understand you correct, yo want to reflect a laserbeam. To do this, you
have to use photons.
Look at 'POV-Ray for Windows v3.5/scenes/optics.pov' for an example.

Norbert




"Jerome" <etu### [at] freefr> schrieb im Newsbeitrag
news:web.3e042851f909ebf5ff8bc1340@news.povray.org...
> Hi All,
>
> I try to copy some POV sources to create a beam splitter, but irremediatly
> it fails. The reflected laser beam goes in the wrong direction (and
nothing
> is transmitted). I join the code source.
>
> Thanks in advance,
>
> Cheers,
>
> Jerome
>
> -------------------------------------------------------------------------
>
> #include "colors.inc"
>
>
>   global_settings {
>                    max_trace_level 5
>                    photons {
>                             count 20000
>                             autostop 10
>                             media 100
>                             jitter 0
>                            }
>                    }
>
>
> camera {
>         orthographic
>         location  <200, 200, 0>
>         look_at   <0, 0, 100>
>        }
>
>
> media {
>        scattering {0.5, color White extinction 0}
>        method 3
>        intervals 1 samples 4
>       }
>
>
> light_source { <0,0,-400> Red
>                spotlight
>                point_at <0,0,400>
>                cylinder
>                parallel
>                radius 3.1 falloff 3.2
>                tightness 1
>                media_interaction on
>              }
>
>
> light_source {<800, 800, 400>, color White
>              photons {refraction off reflection off}
>              media_interaction off
>              }
>
>
> plane { y, -200
>        pigment {
>                 checker color HuntersGreen color SummerSky
>                 scale 50
>                 scale <3, 1, 3>
>                }
>     finish {
>             ambient 0.2
>             diffuse 0.6
>            }
>       }
>
>
>
> prism   {
>         linear_spline
>         -25, 25, 3,
>         <-25,150>, <-25,100>, <25,150>
>         pigment{rgbt<0,0,0,1>}
>         finish  {
>                 ambient 0
>                 diffuse 0
>                 reflection 0.5
>                 }
>         interior{ior 1.5}
>         photons{
>         target
>         reflection on
>         refraction on
>         collect on
>                }
>         }
>
>
>


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From: Warp
Subject: Re: Wrong reflection...
Date: 21 Dec 2002 08:41:14
Message: <3e046f79@news.povray.org>
Norbert Kern <nor### [at] t-onlinede> wrote:
> If I understand you correct, yo want to reflect a laserbeam. To do this, you
> have to use photons.

  Did you actually look at his source code (which you unnecesarily quoted
completely)?

-- 
#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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From: Mark Wagner
Subject: Re: Wrong reflection...
Date: 22 Dec 2002 01:04:25
Message: <pan.2002.12.22.06.03.01.124532.254@gte.net>
On Sat, 21 Dec 2002 03:37:37 -0500, Jerome quoth:

> Hi All,
> 
> I try to copy some POV sources to create a beam splitter, but
> irremediatly it fails. The reflected laser beam goes in the wrong
> direction (and nothing is transmitted). I join the code source.

Try something like the following.  I added a transparent plane at y*24 and
moved the ground plane up to y*-25 to force POV-Ray to calculate the media
more accurately in the area where the laser beam is.  I also added a box
to contain the media, since infinite media doesn't work properly with
photons (when you spread out 100 photons over the length of an infinitely
long ray, you aren't likely to see any of them).  The apparent "goes the
wrong way" laser beam is simply a reflection of the portion of the beam
between the light source and the prism.

Right now the media photons are spaced fairly far apart.  To fix this, you
can either increase the media photon count in the global_settings block
(which will slow the rendering down further), or make the box containing
the media smaller.

#include "colors.inc"


  global_settings {
                   max_trace_level 5
                   photons {
                            spacing .1
                            autostop 10
                            media 100
                            jitter 0
                           }
                   }


camera {
        orthographic
        location  <-200, 200, 0>
        look_at   <0, 0, 100>
       }


box{<-1000,-26,-1000>,<1000,1000,1000> interior{
	media {
	       scattering {0.5, color White extinction 0} method 3
	       intervals 1 samples 10
	      }
	}
	hollow
}

plane{y, 24 pigment{rgbt 1} hollow}


light_source { <0,0,-400> Red
               spotlight
               point_at <0,0,400>
               cylinder
               parallel
               radius 3.1 falloff 3.2
               tightness 1
               media_interaction on
		photons{reflection on refraction on}
             }


light_source {<800, 800, 400>, color White
             photons {refraction off reflection off} media_interaction off
             }


plane { y, -25
       pigment {
                checker color HuntersGreen color SummerSky scale 50
                scale <3, 1, 3>
               }
    finish {
            ambient 0.2
            diffuse 0.6
           }
      }



prism   {
        linear_spline
        -25, 25, 3,
        <-25,150>, <-25,100>, <25,150>
        pigment{rgbt<0,0,0,1>}
        finish  {
                ambient 0
                diffuse 0
                reflection 0.5
                }
        interior{ior 1.5}
        photons{
        target
        reflection on
        refraction on
        collect on
               }
        }

//box{<150,-25,100>,<152,25,150> pigment{rgb 1}}


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