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Hi guys,
I hope you can help me out with the following.
I'm trying to make a glass flask and, despite using merge, I'm having problems
with visible internal surfaces. I use an image_map to get some text on the flask
and to prevent it from showing up on both sides I cut the flask in half and join
it with another half that doesn't have the image map.
However, when you join these two, with a small overlap so that the surfaces
don't coincide, you can clearly see where both halves have joined by a slightly
darker internal surface.
I have included a simple overlap of two transparent spheres below to show you
what I mean. I reckon there is a simple solution to this, but I wasn't able to
find it on the internet..
#include "colors.inc"
#include "textures.inc"
camera { location <10, 1, 4> //location <7, 10, -10>
look_at <0,1,0> angle 60 //look_at <1,0,2> angle 67
translate x*-2
translate z*-2
}
/*old settings camera:
{ location <6, 15, -10>
look_at <-1.6,0,-0.3> angle 70
translate x*-2
translate z*-2
} */
//<-4.5,-1.37,-11>
light_source {
<0,15,0>
color rgb <.8, .7, .6>*4.6
fade_distance 6 fade_power 1.2
area_light x*3, y*3, 12, 12 circular orient adaptive 0
}
//Appearance plane---------------------------------------------------
#declare Surface =
texture {
pigment { rgb <0.15,0.15,0.15> } //pigment { rgb <.7,.95,1> }
finish { specular .5 reflection .2 }}
//plane-----------------------------------------------------------------------------------------
plane
{ y, -1.4
texture {Surface}
}
plane
{ y, 160
texture {Surface}
}
//Material glass------------------------------------------------------------
#declare myGlass = material{
texture { pigment{ color rgbt<1,1,1,0.95>}
finish {
specular .8
roughness .001
conserve_energy
}
} // end of texture
interior{ ior 1.03
caustics 0.25
} // end of interior
}
//2 overlapping spehres-----------------------------------------------
merge {sphere {<0,0,0> 1.5
material {myGlass}}
sphere {<0,0,0> 1.5
material {myGlass}
rotate y*30
translate <0,0,0.2>}
}
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