POV-Ray : Newsgroups : povray.general : Texture for translucent polypropylene? : Re: Texture for translucent polypropylene? Server Time
7 May 2024 23:41:04 EDT (-0400)
  Re: Texture for translucent polypropylene?  
From: Bald Eagle
Date: 19 Jul 2018 20:15:00
Message: <web.5b512882c1822b9c458c7afe0@news.povray.org>
"bzigon" <bob### [at] gmailcom> wrote:
> Hello
> I am trying to model objects made from polypropylene. The material
> is translucent (as opposed to transparent).
>
> Here is a link that shows what the material looks like.
>
>
https://www.webstaurantstore.com/cambro-30ppch190-1-3-size-translucent-polypropylene-handled-lid/21430PPCH.html
>
> The povray material type I am using always looks clear. I can't figure out how
> to model the look of the material.

Use transmit, not filter, and set it less than 1, else it will be completely
transparent.   There are some good docs and websites with examples.

http://xahlee.info/3d/povray-glassy.html

http://news.povray.org/povray.binaries.images/thread/%3Cweb.57a7e643418f435e7df57c0%40news.povray.org%3E/

I also thought your reflection values were a bit drastic, but I always just
tinker until I get something that works.   I'm certainly no expert.

Try:

#version 3.8;
global_settings {assumed_gamma 1.0}

#include "colors.inc"
//#include "shapes.inc"
//#include "shapes2.inc"
#include "shapes3.inc"

camera {
   location <0, 2, -5>    // position & direction of view
  look_at  <0, 0, 0>
  right x*image_width/image_height           // horizontal size of view
  up y // vertical size of view
}

plane {y, -1 pigment {checker}}

light_source {<5, 5, -30> color White}

#declare PP =
 material
 {
  texture
  {
    pigment{rgbt <1, 1, 1, 0.9>}
    finish
    {
      diffuse 0.3
      ambient 0.7
      reflection {0.05 fresnel on}
      phong 0.25
      phong_size 20.0
    }
  }
  interior
  {
    ior 1.5
  }
}

//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
object { Half_Hollowed_Rounded_Cylinder1( //
                                3.2,//  Len_total, // total_Lenght from end to
end
                                0.9,// outer radius
                                0.2,// border radius
                                1, //  border scale y ( >0 ), 0 = no rounded
borders!
                                1  //  Merge_On , // 0 = union, 1 = merge !
                              ) //--------------------------------------------
         material {PP} // end texture
         scale <1,1,1>
         translate <0, 0, 0>
         rotate <0,0,0>
       }  // end of object ---------------------------------------------------
//----------------------------------------------------------------------------


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