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Alright, so I now know that I have to add the dispersion keyword to my
object for it to work. Problem is, I have no idea where to put it. I
have tried 'dispersion' and 'dispersion on' in both the object area and
the photon area, no luck. Can someone explain the use of this, or point
me to instructions on the use of the dispersion patch?
Thanks.
--
Chris Maryan
mailto:cma### [at] geocitiescom
***
Will work for cash.
***
Email me if you are interested in donating
to the Chris Maryan needs money fund.
We will also accept donations to the Chris
needs a Pentium III or SGI workstation
fund and the Chris needs a car fund.
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Chris Maryan wrote:
>
> Alright, so I now know that I have to add the dispersion keyword to my
> object for it to work. Problem is, I have no idea where to put it. I
> have tried 'dispersion' and 'dispersion on' in both the object area and
> the photon area, no luck. Can someone explain the use of this, or point
> me to instructions on the use of the dispersion patch?
>
> Thanks.
>
> --
> Chris Maryan
Try adding it to the interior statement with a float value.
e.g.- interior { ior 1.5 dispersion 1.2 }
--
Ken Tyler
mailto://tylereng@pacbell.net
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Ken wrote:
> Try adding it to the interior statement with a float value.
>
> e.g.- interior { ior 1.5 dispersion 1.2 }
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
Here is the very small amount of info I have for using the dispersion
patch. You may also need to add the disp_nelems modifier though Nathan
failed to mention whether it is neccessary or not. Read on:
------------
The new dispersion feature creates a prismatic color effect in refractive objects.
It does this by refracting different colors (wavelengths) differently within the
object interior. There are two new keywords to control the effect. They should
be placed in interior.
dispersion float -
Controls the amount of dispersion to be used. A value of 1 is no dispersion.
Values around 1.1 or 1.2 seem to work well in most situations.
disp_nelems integer -
Specifies how many different colors should be used to samples the dispersion.
The default is 7, but higher values are really needed to get a good result.
At around 50 disp_nelems the colors start to look more accurate and at 100
it looks very smooth at normal resolutions.
-------------
--
Ken Tyler
mailto://tylereng@pacbell.net
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Hi Chris,
The code I posted on the text.scene-files group has a couple of objects
with dispersion enabled, and also a routine to produce a reasonably
acceptable chromatic spectrum which could be packaged into a macro quite
easily.
Bye for now,
Mike Andrews.
Chris Maryan wrote:
>
> Alright, so I now know that I have to add the dispersion keyword to my
> object for it to work. Problem is, I have no idea where to put it. I
> have tried 'dispersion' and 'dispersion on' in both the object area and
> the photon area, no luck. Can someone explain the use of this, or point
> me to instructions on the use of the dispersion patch?
>
> Thanks.
>
> --
> Chris Maryan
> mailto:cma### [at] geocitiescom
> ***
> Will work for cash.
> ***
> Email me if you are interested in donating
> to the Chris Maryan needs money fund.
> We will also accept donations to the Chris
> needs a Pentium III or SGI workstation
> fund and the Chris needs a car fund.
Post a reply to this message
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