POV-Ray : Newsgroups : povray.general : HeightField Glass : Re: HeightField Glass Server Time
31 Jul 2024 10:20:42 EDT (-0400)
  Re: HeightField Glass  
From: flame-mike
Date: 11 May 2007 15:10:01
Message: <web.4644be79b8b26c1a1d1bbab40@news.povray.org>
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] removeitgeloeschtnet> 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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