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And yet another thing: This is how I'd do the water-sphere:
sphere {0,1
ball_at (2,3)
texture {
pigment {rgbt <1.0,1.0,1.0,0.98>}
finish{
diffuse 0
ambient 0
specular 1
roughness 0.0001
reflection {0,1 fresnel}
conserve_energy
}
normal { agate 0.3 scale 1.3 }
}
interior {ior 1.33}
}
No need for the "glass.inc" at all, proper Ior for the water, as well as
reflection. Specular and Phong are two models for the same thing:
Highlights, so I'd go with just one of them. Since the rgb-color is <1,1,1>
I'd go for high transmit instead of filter.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
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