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Actually, I have had some success with the tips you gave me, but how you
achieved the glass in whiskey4.jpg is eluding me...is it possible for you to
post the scene files for that render (or the updated MegaPOV files if that's
the case)?
Thanks
-Paragon
"Trevor Quayle" <tqu### [at] pwdd com> wrote in message
news:3b8ce0b9@news.povray.org...
> After playing with the scene for a bit I think I may have found somewhat
of
> an answer.
> Some of the black came from the black background (you do have walls but
not
> on all sides, try "background {color <1,1,1>}". Some of the black are
> artifacts from not having max_trace_level high enough (I used 100 *ulp* to
> make sure there weren't any left but you can get away with lower). After
> changing these any black that's left appear to come from the glass texture
> itself. You have filter set to 0.7 so eventually, after moving through
the
> glass enough, the light fades to black. Try setting the filter value in
your
> glass texture higher (plus the other fixes mentioned) and the black should
> eventually disappear (at least I was able to get it to). Unless you want
> your glass to appear like that. As a side note, you may also want to try
use
> light fading in your glass to achieve the look you want for your glass.
Good
> luck
>
>
> -tgq
>
> Image 1 - no changes
> Image 2 - change "background {color <1,1,1>}"
> Image 3 - change "max_trace_level 100"
> Image 4 - change "color rgbf <1.0, 1.0, 1.0, 0.9>" in Glass2
> Bonus:
> Image 5 - add "fade_distance 3 fade_power 1" to interior of Glass2
>
>
> "Paragon" <use### [at] host com> wrote in message
news:3b8c449c@news.povray.org...
> > Thank you for the reply but it seems to have not done the trick. I
tried
> > taking away the reflection from the glass material as well as increasing
> the
> > max_trace_level but I still get the black distortions (even with very
high
> > max_trace_levels). I have attached the files for the scene if anybody
> > wishes to try their hand at it.
> >
> > -Paragon
> >
> > "Scott Hill" <nos### [at] nospam thanks> wrote in message
> > news:3b8c2695@news.povray.org...
> > > "Paragon" <use### [at] host com> wrote in message
> > news:3b8c20d9@news.povray.org...
> > > > I've been experimenting with glass and have come
> > > > across some problems...
> > > > ...the shot glass has all
> those
> > > > black inconsistencies. There are walls covering all sides
> > > > of the objects, so the black is not anything reflected or
> > > > refracted.
> > >
> > > First off, HTML posts are frowned upon by most people round here
> (yes,
> > > even in the binaries groups)...
> > >
> > > Now to answer your question - Whilst you are right the black bits
> > aren't
> > > reflections of anything in your scene, they are caused by
reflection...
> > try
> > > removing the reflection from the glass material and the black bits
> should
> > > disappear...
> > > You see, what's happening is the combination of reflection and
> > > refraction is causing 'total internal reflection' - where the rays POV
> is
> > > calculating bounce around and around inside the glass without
leaving -
> of
> > > course POV won't do this forever - it only calculates upto a finite
> amount
> > > of reflections and if it hasn't calculated a colour within that number
> it
> > > just colors the pixel black.
> > > Fortunately you can specify how many reflections POV calculates -
I
> > > don't know how you do it in Moray, but you can add the following to
top
> of
> > > your .pov file :
> > >
> > > global_setting { max_trace_level <level> }
> > >
> > > where <level> is the number of reflections you wish it to
> calculate -
> > > now the only problem is you may find that you never get rid of the
black
> > > bits completely and the higher the value for max_trace_level you pick
> the
> > > longer POV will spend rendering these parts of the scene...
> > > --
> > > Scott Hill.
> > > Software Engineer.
> > > E-Mail : sco### [at] innocent com
> > > Pandora's Box : http://www.pandora-software.com
> > >
> > > *Everything in this message/post is purely IMHO and no-one-else's*
> > >
> > >
> > >
> >
> >
> >
> >
> >
>
>
>
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