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"Artemia Salina" <y2k### [at] sheayright com> 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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