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hi,
Alain Martel <kua### [at] videotronca> wrote:
> > Alain Martel <kua### [at] videotronca> wrote:
> >>> "using the pigment as shown, I get the single decal but the other texture has
> >>> turned transparent and the droid looks like a weird mix of glass and (white)
> >>> emissive media."
> >>> ... > > for this image I scaled the decal down to show the effect. it looks
like much
> >>> of the 'finish{}' survives in 3.7.1, just not the colour.
> >>>
> >>
> >> That droid obviously have an interior that set an IOR. We see a fair
> >> amount of total internal reflection.
> >
> > in the eye glass, the only other ior I found is used in the ground plane!
> > (unsure why)
>
> Setting an IOR is needed when you want to use fresnel reflection. Check
> the finish of that plane. My bet is that you'll find something like :
> finish{ reflection{ 1 fresnel } SomeOtherFinishComponent }
and you won. :-) used for the eyes only though, afaics.
> With no IOR set, it default to 1, witch effectively kill any reflection.
> ...
> When you use a naked pigment or finish, you effectively apply the
> default finish along with the pigment, and the default pigment with the
> finish unless you also define the other.
thanks. asides like this are so valuable, even if they don't always "sink in"
at first.
Cousin Ricky:
> It's not just internal reflections; the individual parts used to
> construct the CSG are being reflected. Try a merge rather than a union:
yes, like a .. cuddly version of the infamous T1000. :-) will try a merge, in
fact, will probably end up reusing chunks of your code but modified to suit.
regards, jr.
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