POV-Ray : Newsgroups : povray.general : "Surface based" refraction : Re: "Surface based" refraction Server Time
2 Jun 2024 16:47:03 EDT (-0400)
  Re: "Surface based" refraction  
From: nomail
Date: 14 Sep 2004 09:45:00
Message: <web.4146f5c75ba49a37313aa22d0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> There seems to be some strange peculiarity with meshes in this regard.
> I tried making one single mesh from the two "glass" meshes and then it
> works just ok. Seemingly there's some problem in having your glass object
> consisting of two separate meshes...
>
> global_settings
> {
>    assumed_gamma 2.2
>    max_trace_level 8
>    ambient_light 1
> }
> background { color rgb <1.0, 1.0, 1.0> }
> camera
> {
>    location <5048.52, 2283.89, -5964.82>
>    angle 28.34
>    right <1.28,0,0>
>    look_at  <2503.84, 280.51, -2575.62>
> }
>
> #declare T1 = texture
> {
>   uv_mapping
>   pigment {checker color <0,0,0> color <1,1,1> scale 1}
>   finish { ambient 0.70 diffuse 0.70 phong 0.70 phong_size 176 reflection
> 0.07 }
> }
>
> mesh2
> {
>   vertex_vectors
>   {
>    4,
>    <1000.0,0.0,-1000.0>,
>    <3600.0,0.0,-1000.0>,
>    <3600.0,0.0,-3200.0>,
>    <1000.0,0.0,-3200.0>
>   }
>
>   normal_vectors
>   {
>    1,
>    <0.000,1.000,0.000>
>   }
>
>   uv_vectors
>   {
>    4,
>    <0.000,0.000>,
>    <0.000,8.667>,
>    <7.333,8.667>,
>    <7.333,0.000>  }
>
>   face_indices
>   {
>    2,
>    <2,1,0>,
>    <3,2,0>
>   }
>
>   normal_indices
>   {
>    2,
>    <0,0,0>,
>    <0,0,0>
>   }
>
>   uv_indices
>   {
>    2,
>    <2,1,0>,
>    <3,2,0>
>   }
>
>   texture
>   {
>    T1
>   }
> }
>
>
> #declare T3 = texture
> {
>   pigment { rgbt <1.00, 1.00, 1.00, 0.93> }
>   finish { ambient 0.70 diffuse 0.70 phong 0.10 phong_size 25 //refraction 1 ior 1.5
>   }
> }
> mesh2
> {
>   vertex_vectors
>   {
>    8,
>    <3300.0,0.0,-2880.0>,
>    <3300.0,1000.0,-2880.0>,
>    <2300.0,1000.0,-2880.0>,
>    <2300.0,0.0,-2880.0>,
>    <2300.0,0.0,-2900.0>,
>    <2300.0,1000.0,-2900.0>,
>    <3300.0,1000.0,-2900.0>,
>    <3300.0,0.0,-2900.0>
>   }
>
>   normal_vectors
>   {
>    2,
>    <0.000,0.000,1.000>,
>    <0.000,0.000,-1.000>
>   }
>
>   face_indices
>   {
>    4,
>    <3,2,0>,
>    <2,1,0>
>    <6,4,5>,
>    <7,4,6>
>   }
>
>   normal_indices
>   { 4,
>     <0,0,0>,
>     <0,0,0>,
>     <1,1,1>,
>     <1,1,1>
>   }
>
>   texture
>   {
>    T3
>   }
>   interior { ior 1.5 }
> }
>
>
> --
> #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 -

Thanks! This did the trick!

-Rune


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