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"John M. Dlugosz" <joh### [at] dlugosz com> wrote in message
news:3aabce12$1@news.povray.org...
>
> You mean light colors in the map are more transparant, and dark colors
more
> opaque?
No, just the opposite. What it's really saying is that <0,0,0> has no
density at all, equivalent to rgbf <1,1,1,1> in a halo. And so rgb 1 is
actually a unit of media density, or saturation, although any real number
can be used.
The main difference being that filtered or transmitted color is null and
void when tried in media.
I looked at your scene again and found that the ior and caustics when used
the 3.1 way, in a interior statement, all is fine with the glass and shadow.
#declare Glass =
material {
texture {
pigment { color rgbf <0.98, 0.98, 0.98, 0.9> }
finish {
ambient 0.1
diffuse 0.1
reflection 0.1
specular 0.8
roughness 0.003
phong 1
phong_size 400
}
}
interior {
ior 1.45
caustics 1.0
}
}
Then apply it as material {Glass} instead of only texture {Glass}.
I also tried adding absorption <0,0,1>*.25 in the media as well as lowering
both the emission and density D variable. It's all a matter of tweaks, I
don't know of any straight conversion.
Oh, and to get rid of the faint artifact crossing left to right on the back
wall put the keyword sturm into your quartic.
Bob H.
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