POV-Ray : Newsgroups : povray.unofficial.patches : Hot Asphalt (variable ior) : Re: Hot Asphalt (variable ior) Server Time
2 Sep 2024 06:16:24 EDT (-0400)
  Re: Hot Asphalt (variable ior)  
From: Bob Hughes
Date: 29 Apr 2000 00:38:44
Message: <390a6754@news.povray.org>
"Artemia Salina" <y2k### [at] sheayrightcom> wrote in message
news:390A4CA3.1A5A0F7E@sheayright.com...
| Pardon me if this isn't the correct group to bring this up in.
| It probably is if there is no work-around for the effect I want
| to create.

povray.general would have sufficed I believe.

| I've been working with media lately, trying to model realistic
| flames and smoke, and while doing so it occured to me that it'd
| be nice to be able to have the ior of a material vary in a controlled
| way. Does anyone know how this can be done (or simulated) in
| MegaPov?

Although this should probably make it into the VFAQ:
http://www.students.tut.fi/~warp/povVFAQ/
I didn't see it there just now.
Thing is that when ior was moved to 'interior' there became no
way of mapping a variable refraction.  It could be done in POV v3.0*
but not now in v3.1.  How? you might ask.  By using 'texture_map',
which had refraction in 'finish'.
There have been ideas on work arounds, not sure there really is any.
I know it's been said that the change needed for v3.1 and beyond
to accomadate a variable 'ior' is not easy or at least hasn't been tried
yet (I guess not anyway).

Bob

| If not, I wonder how difficult it would be to extend MegaPov's
| interior ior to optionally use an ior map, much like the density
| statement for media?
|
| Something like:
|
| interior{
|       ior{
|          bozo
|          color_map{
|              [0.0 rgb 0]
|              [0.2 rgb 1]
|              [0.5 rgb 1.2]
|              [1.0 rgb 2.5]
|          }
|        }
| }
|
|
|
| TIA


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