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1 Nov 2024 02:20:56 EDT (-0400)
  Reflection of the object is white (Message 1 to 3 of 3)  
From: gregtom6
Subject: Reflection of the object is white
Date: 21 Apr 2011 10:40:01
Message: <web.4db04189b06503eb2bc2c32a0@news.povray.org>
Hy all!

My problem is, this is a material:
#include "glass_old.inc"
 #declare esemenyhor =
   material  // esemenyhor
   {
      texture{ T_Green_Glass
              normal{ripples 0.3
                     //bumps 0.8
                     turbulence 0.2+k
                     //bozo 1.5
                     scale 0.15+k*0.5
                     translate< 1,0,2>
                     }
              finish{ambient 0.45
                     diffuse 0.55
                     reflection 80}
             }// end of texture
     //interior{I_Glass}
   }
This material reflects a model, but in white color. What is the mistake?


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From: Trevor G Quayle
Subject: Re: Reflection of the object is white
Date: 21 Apr 2011 11:05:00
Message: <web.4db0468097bbfa3381c811d20@news.povray.org>
"gregtom6" <gre### [at] freemailhu> wrote:
> Hy all!
>
> My problem is, this is a material:
> #include "glass_old.inc"
>  #declare esemenyhor =
>    material  // esemenyhor
>    {
>       texture{ T_Green_Glass
>               normal{ripples 0.3
>                      //bumps 0.8
>                      turbulence 0.2+k
>                      //bozo 1.5
>                      scale 0.15+k*0.5
>                      translate< 1,0,2>
>                      }
>               finish{ambient 0.45
>                      diffuse 0.55
>                      reflection 80}
>              }// end of texture
>      //interior{I_Glass}
>    }
> This material reflects a model, but in white color. What is the mistake?

You have your reflection set very high.  Realistically, it should be no bigger
than 1.  A setting of 80 will multiply the reflected values by 80, washing out
the colour.

I would also set "ambient 0" to remove the ambient colour from the surface.

Additionally, for glass, I usually prefer to set "diffuse 0" and let material
attenuation and/or filtered colour to take care of the colouration.  However,
there may be some instances where you do want some diffuse to have the surface
coloured a bit (for example a slightly frosted glass or a translucent film or
paint over the glass)

Make ambient 0 for one.  I also tend to use diffuse as 0 as well.

One other thing you may want to look at, is to use variable reflection with
'fresnel on'.  Fresnel bases the reflection variability on the material ior:

finish{
   ambient 0
   diffuse 0
   conserve_energy
   reflection{0 1 fresnel on metallic 0}
}


-tgq


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From: Alain
Subject: Re: Reflection of the object is white
Date: 21 Apr 2011 19:11:15
Message: <4db0b993$1@news.povray.org>

> Hy all!
>
> My problem is, this is a material:
> #include "glass_old.inc"
>   #declare esemenyhor =
>     material  // esemenyhor
>     {
>        texture{ T_Green_Glass
>                normal{ripples 0.3
>                       //bumps 0.8
>                       turbulence 0.2+k
>                       //bozo 1.5
>                       scale 0.15+k*0.5
>                       translate<  1,0,2>
>                       }
>                finish{ambient 0.45
>                       diffuse 0.55
>                       reflection 80}
>               }// end of texture
>       //interior{I_Glass}
>     }
> This material reflects a model, but in white color. What is the mistake?
>
>

reflection 80!

That means that whatever is reflected is 80 times brighter than it should.

The value for reflection should always be in the 0~1 range to get 
realistic results.
For a glass object, something like:

reflection{ 0.1 1 fresnel}

will give you the most realistic results, with conserve_energy in the 
finish.
Uncomment the interior statement for the fresnel to work.



Alain


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