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"gregtom6" <gre### [at] freemail hu> wrote:
> Hy all!
>
> My problem is, this is a material:
> #include "glass_old.inc"
> #declare esemenyhor =
> material // esemenyhor
> {
> texture{ T_Green_Glass
> normal{ripples 0.3
> //bumps 0.8
> turbulence 0.2+k
> //bozo 1.5
> scale 0.15+k*0.5
> translate< 1,0,2>
> }
> finish{ambient 0.45
> diffuse 0.55
> reflection 80}
> }// end of texture
> //interior{I_Glass}
> }
> This material reflects a model, but in white color. What is the mistake?
You have your reflection set very high. Realistically, it should be no bigger
than 1. A setting of 80 will multiply the reflected values by 80, washing out
the colour.
I would also set "ambient 0" to remove the ambient colour from the surface.
Additionally, for glass, I usually prefer to set "diffuse 0" and let material
attenuation and/or filtered colour to take care of the colouration. However,
there may be some instances where you do want some diffuse to have the surface
coloured a bit (for example a slightly frosted glass or a translucent film or
paint over the glass)
Make ambient 0 for one. I also tend to use diffuse as 0 as well.
One other thing you may want to look at, is to use variable reflection with
'fresnel on'. Fresnel bases the reflection variability on the material ior:
finish{
ambient 0
diffuse 0
conserve_energy
reflection{0 1 fresnel on metallic 0}
}
-tgq
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