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Maybe "inside_texture" will get you where you want to go, allowing you to
specify a different reflectance for inside and outside.
> sphere{ <0,0,0>, 1
> texture{ pigment { color rgbf <0.9, 0.9, 0.9, 0.8> } // transparent sphere
> finish {
> reflection 0.2
> refraction 1.0
> ior 1
> phong 0.4
Some additional (unsolicited) advice:
- "refraction" is actually not necessary; it's just a relic from old times (I
wonder where you got that from; it's not even mentioned in the online help
anymore as far as I can tell). The amount of refracted light is nowadays
controlled by the transmit & filter components of the pigment.
- For a realistic glass sphere, set ior to 1.3; the default value of 1 doesn't
do any refraction at all.
- use specular instead of phong (more realistic; AFAIK phong only takes into
account the position of the light source, while specular takes into account
both light source and camera position)
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