POV-Ray : Newsgroups : povray.general : A glass box that doesn't distort? : A glass box that doesn't distort? Server Time
19 Nov 2024 20:20:10 EST (-0500)
  A glass box that doesn't distort?  
From: Mitchell Waite
Date: 10 Jan 2002 21:56:35
Message: <3c3e5463$1@news.povray.org>
Group:

I am trying to make a glass box to enclose my terrain height map object.
I use two glass cubes and make a CSG object and use the difference.
The result is that the glass really distorts the mountain object inside it
and it lowers the overall impact.
Is there a way to make a glass cover that does not distort its contents, so
you just seen shiny glass and not all the internal distortion.

Thanks in advance for shedding any light on this for me :)

Mitch

-----
//  Persistence of Vision Raytracer V3.1
//  World definition file.
//
//  Contains 3 lights, 12 materials and 11 primitives.
//
//  This file was generated for POV-Ray V3.1 by
//  Moray V3.3a For Windows Copyright (c) 1993-2001 Lutz + Kretzschmar
//

//  Date : 01/10/2002    (10.01.2002)
//

/* // Scene Comment

This scene was created with Moray V3.3a For Windows.

*/ // End Scene Comment

global_settings {
  adc_bailout 0.003922
  ambient_light <1.0,1.0,1.0>
  assumed_gamma 1.9
  hf_gray_16 off
  irid_wavelength <0.247059,0.176471,0.137255>
  max_intersections 64
  max_trace_level 10
  number_of_waves 10
}

background { color <0.000,0.000,0.000> }

camera {  //  Camera Camera01
  location  <   1028.694,    -992.172,     449.995>
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.35179,         0.0,         0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
  angle         34.59700    // Vertical      25.948
  look_at   <     54.180,     -49.953,       4.341>
}

//    Other cameras are commented out.
/*
camera {  //  Camera SpotCam001
  location  <    729.067,    -192.330,     -61.058> // Attached to
Spotlight001
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.37972,         0.0,         0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
  angle         53.27389    // Vertical      39.955
  look_at   <    490.186,    -193.317,     -62.880> // Following
Spotlight001
}

*/

//
// *******  L I G H T S *******
//

light_source {   // Spotlight Spotlight001
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  spotlight
    point_at  <0.0, 0.0, -2.000>
    falloff    20.615  // outer radius (in deg)
    radius     10.356  // inner radius
    tightness  1.387
  scale <90.494003, -255.016724, 238.889862>
  rotate <-251.658951, -268.61087, -251.427094>
  translate  <729.066792, -192.329781, -61.057676>
}

light_source {   // Arealight Arealight001
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  area_light <2.000, 0.000, 0.000>, <0.000, 2.000, 0.000>, 3, 3
  adaptive 1
  jitter
  scale 167.608353
  translate  <5.826545, -57.846504, 171.319905>
}


light_source {   // Light001
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  scale 6.955595
  translate  <215.112179, -214.486228, 99.536085>
}


//
// ********  MATERIALS  *******
//

#include "mttamtable2.inc"


//
// ********  REFERENCED OBJECTS  *******
//



//
// ********  OBJECTS  *******
//

difference { // cover_master
  box { // cover_outside
    <-1, -1, -1>, <1, 1, 1>
    material {
      Glass_1
    }
    scale <-249.562454, -323.243469, -46.517822>
    rotate -180.0*z
    translate  <-12.285776, 39.706477, -1.646869>
  }
  box { // cover_inside
    <-1, -1, -1>, <1, 1, 1>
    material {
      Glass_1
    }
    scale <-243.759888, -315.727753, -45.436237>
    rotate -180.0*z
    translate  <-13.114714, 39.706477, -5.79156>
  }
  material {
    Glass_1
  }
}


text {   // MtTamalpais
  ttf    "C:\WINNT\Fonts\Ariblk.ttf",
  "Mt Tamalpais",
  1.0,  // Depth
  <0.0,   0.0, 0.0> // Offset
  material {
    PDB_Tex_CG
  }
  scale <28.110615, 28.314674, 7.156415>
  rotate <90.0, -0.4496, 89.985313>
  translate  <273.703176, -301.308515, -77.868465>
}


difference { // CSG001
  box { // base
    <-1, -1, -1>, <1, 1, 1>
    material {
      pop_wood
    }
    scale <-292.466003, -375.171814, -15.374308>
    rotate -180.0*z
    translate  <-15.685786, 38.13311, -65.559882>
  }
  box { // inside_base
    <-1, -1, -1>, <1, 1, 1>
    material {
      pop_wood
    }
    scale <-242.609192, -312.308899, -9.420569>
    rotate -180.0*z
    translate  <-13.304292, 38.13311, -52.461662>
  }
  material {
    Maple
  }
  translate  -4.058934*z
}


box { // table
  <-1, -1, -1>, <1, 1, 1>
  material {
    DMFWood4
  }
  scale <582.428162, 887.263733, 5.445363>
  translate  <-10.922797, 38.13311, -90.99404>
}


box { // sky
  <-1, -1, -1>, <1, 1, 1>
  material {
    Light_Clouds
  }
  scale 1981.290649
}


object {   // HgtFld001
  height_field {
    tga "C:\_My Documents\solid terrain modeling\mtTam Height.tga"
    water_level 0.001
    smooth
  }
  rotate    <-90, 0, 0> // Turn onto XY plane. Now points along -Z
  scale     <  2, 2,-2> // Scale to Cube size. Now points along +Z
  translate < -1,-1,-1> // Center around origin
  material {
    mtTam_Color_Map
    scale <2.001502, 2.001009, 1.0>
    translate <-1.001253, -1.000302, -0.987980>
  }
  scale <233.633926, 300.57309, 33.389656>
  translate  <-11.717504, 38.220091, -28.279904>
}


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