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"Andrew Cocker" <mai### [at] mariner9net> wrote in message
news:3d25baab$1@news.povray.org...
>
> "Dave VanHorn" <dva### [at] cedarnet> wrote in message
> news:3d25b92e@news.povray.org...
> > Now, I have to define everything about transparency EXCEPT refraction in
> the
> > finish, and put the refraction in on the object itself. Very messy for
> > making objects transparent in one render, and not in the next.
>
> Well, it makes sense to me, as the IOR of a substance in reality is more
> related to the INTERIOR of an object than just it's surface.
I see that.
I'm thinking in terms of defining a part, then specifying what sort of
material it's to be shot in.
So I have textures like:
#declare ABS_Tex = normal { bumps 0.160 scale 0.002 } //Depth, Diameter
#declare Gloss_Tex = normal { bumps 0.080 scale 0.500 } //Even gloss has
some bumpiness
#declare ABS_Gloss_Finish = finish { ambient 0.2
diffuse 0.30
brilliance 1 //0.6767
phong 0.68
phong_size 80
specular 0.2
roughness 0.135
reflection 0.2
}
// Normal bumps disturb the surfaces, and create the effect of
// bumpy surfaces, without the mathmatical complexity of actually modelling
// the surfaces as collections of packed spheres, or anything else.
#declare ABS_Tex = normal { bumps 0.160 scale 0.002 } //Depth, Diameter
#declare Gloss_Tex = normal { bumps 0.080 scale 0.500 } //Even gloss has
some bumpiness
// Finishes are the surface details like reflectance, shine, etc.
#declare ABS_Gloss_Finish = finish { ambient 0.2
diffuse 0.30
brilliance 1 //0.6767
phong 0.68
phong_size 80
specular 0.2
roughness 0.135
reflection 0.2
}
#declare ABS_Finish = finish { ambient 0.2
diffuse 0.30
brilliance 0.6767
phong 0.68
phong_size 80
specular 0.1
roughness 0.001 //135
reflection 0.1
}
#declare Lexan_Finish = finish { ambient 0.15
diffuse 0.250
brilliance 0.8 //6767
phong 0.68
phong_size 80
specular 0.05
roughness 0.135
reflection 0.05
//ior 1.58
}
#declare Crystal_Clear_Gloss_Lexan = texture { pigment { color rgbf <0.95,
0.95, 0.95, 1>}
normal { Gloss_Tex }
finish { Lexan_Finish }
}
As opposed to this, for a non-transparent plastic.
#declare Light_Blue_Gloss_ABS = texture { pigment { color rgb <0.7, 0.7, 1>
* .5}
normal { Gloss_Tex }
finish { ABS_Gloss_Finish }
}
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