POV-Ray : Newsgroups : povray.newusers : Reflection of the object is white : Re: Reflection of the object is white Server Time
2 Jul 2024 11:51:11 EDT (-0400)
  Re: Reflection of the object is white  
From: Trevor G Quayle
Date: 21 Apr 2011 11:05:00
Message: <web.4db0468097bbfa3381c811d20@news.povray.org>
"gregtom6" <gre### [at] freemailhu> 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


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.