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Thanks a LOT!!!
"Tim Attwood" <tim### [at] comcast net> wrote:
> When you layer materials the finishes all contribute.
> Remove the finishes from all but the final top layer.
>
> When you start dealing with glass the back of the
> textures (interior_texture) starts to matter too, the
> rear of things you would normally not see reflect in
> odd places (the rear of a surface is the same
> illumination as the front, which isn't like RL, except
> lamp shades and stuff, especially with high ambients),
> so often it's better just to place text onto a "decal"
> object that sits on the surface.
>
> #include "colors.inc"
> #include "glass.inc"
>
> global_settings {
> max_trace_level 8
> assumed_gamma 2
> ambient_light 0.2
> max_intersections 128
> adc_bailout 1/255 }
>
> camera {
> location <1.2, 3, -2.5>
> look_at <0, 0, 0>
> angle 51
> }
>
> light_source {
> <0,3,-10>
> color <1,1,1>*2
> }
>
> light_source {
> <0,0,10>
> color <0.2,0.2,1>
> fade_distance 1
> fade_power 2
> shadowless
> }
>
> #declare R1 = text {ttf "timrom.ttf", "Test", 2.4, 0
> translate <-1.35,0.4,-3> }
>
> #declare GLS = material {
> texture {T_Glass1}
> interior {ior 1.2}
> };
>
> union {
> sphere {<0,0,0>,3
> material {GLS}
> }
> difference {
> object {R1}
> sphere {<0,0,0>,3.005 inverse}
> sphere {<0,0,0>,3}
> texture {
> pigment {Gold}
> finish {
> specular 0.9
> roughness 0.01
> reflection{Gold*.3, 0.9}
> }
> }
> }
> scale 0.33
> }
>
> plane {y,-1 pigment {checker Brown Tan}}
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