POV-Ray : Newsgroups : povray.advanced-users : milky glass problem : Re: milky glass problem Server Time
26 Sep 2024 17:44:46 EDT (-0400)
  Re: milky glass problem  
From:
Date: 24 Feb 2002 07:53:39
Message: <3c78e253$1@news.povray.org>
I did some tests on the interior stuff of triangles which were first quite
sucessful but the turned out to be useles. :-(

In summary:

.) Interior on triangles only works on single triangles and not on mesh
members. This was the reason why I couldn't work with it previously since I
always built meshes rather than with unions of triangles.

.) However, an union of triangles behaves a bit differently than a mesh
built up from the same triangles.
-Several dropped pixels occur and stay even when using AA which is not the
case in a mesh.
-Additionally POV reports degenerate triangles when using an union although
they are definitvely NOT degenerate as debug output shows clearly. When
using a meshe there is no message although the triangles are identical.
-The borders of the triangles which build up a closed shape do not match
exactly anymore and you can see black lines across the object (along the
triangle borders). Using a mesh solves this.

.) The first tests using scattering media seemed to work fine even for
back-light, until I moved the camera. Scattering media isn't really a
scattering media, it is still some kind of filter. If you look through the
media you only see the effect if there is something behind it, but not if
there is black background. Scattering media would be visible whenever it is
lit by some light-source regardless of the objects behind it. So this is
unforunately useless since I can do filtering already on the texture and
don't need slow media for this.

For now I will have to use standard texture features only. :(
Thanks for your hints anyway!

best regards
SY


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