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I nothing understand. I tried to change every value. But nothing helps. (;
global_settings
{
max_trace_level 100 /*or another high number*/
adc_bailout 1/127 /*decrease the denominator for faster but less exact
results*/
}
#include "colors"
light_source {
<45, 33, -50>, rgb <1, 1, 1>
}
height_field {
png "/home/mike/povray/povray-test.png"
water_level 0.0001
scale 1
no_shadow
hollow false
rotate x*(-90)
translate <-0.5, -0.5, 0>
material {
texture {
pigment {
color rgbt <1, 0, 0, 0.99>
}
finish {
ambient 0.3
reflection {
0.0, 0.2
fresnel on
}
}
}
interior {
ior 1.3
}
}
}
//here is another tweak of these fractal.
box {
<-0.5, -0.5, -0.5>, <0.5, 0.5, 0.5>
scale 1
pigment {
image_map { png "povray-test-color.png"}
translate <-0.5, -0.5, -0.5>
}
rotate <0, 0, 0>
translate z*0.5
}
camera {
orthographic
location <0, 0, -5>
sky <0, 1, 0>
direction <0, 0, -1>
right <1.3333, 0, 0>
up <0, 1, 0>
look_at <0, 0, 1>
}
Lukas Winter <web### [at] removeit geloescht net> wrote:
> Am Thu, 10 May 2007 16:27:35 -0400 schrieb flame-mike:
>
> > Yes I am sure. I only need to see results of glass what can be made with
> > povray from this height field.
> So you want a glass object? If you do so you have to use an "intersection"
> to make sure the rays leave the material, as a heightfield normally
> only consists of one surface.
> > 1) I have only 512 mb of memory. If the result is good, so it will be
> > seen as real glass, then I will upgrade my pc. Can anybody render this
> > as glass. I get immediately max-trace_level reached.
> Use
>
> global_settings
> {
> max_trace_level 100 /*or another high number*/
> adc_bailout 1/127 /*decrease the denominator for faster but less exact
> results*/
> }
>
> 512 MB should be enough for a render with only one object. But for all
> scenes where reflection plays an important role it is necessary to have
> some sourroudings to be mirrored. Sometimes it is helpful just to create
> some cylinders and spheres and to give light sources a looks_like object
> with a high ambient (so they glow in the dark ;)).
> >2) I will render
> > single glass object in a dark. And I don't know how to do this. This is
> > why I ask sample scene.
> >
> Please show us what you already have done. We will help if there are any
> concrete problems, of course. Don't you think that is a lot better than if
> others do all the work for you?
> Be sure to use a ior of 1.33 (or something similiar, depends on what kind
> of glass you want to create) and fresnel reflection. For coloured glass
> use attenuation, the pigment should be completely transparent. Photons can
> help to make the material more believable.
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