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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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"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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> 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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