POV-Ray : Newsgroups : povray.binaries.images : Not a little gem... (~50KB) : Re: Not a little gem... (~50KB) Server Time
11 Aug 2024 09:19:34 EDT (-0400)
  Re: Not a little gem... (~50KB)  
From: Alain
Date: 9 May 2004 19:30:00
Message: <409ebef8$1@news.povray.org>
Andrew C on Mozilla nous apporta ses lumieres ainsi en ce 2004/05/09 
11:41... :

>> The IOR for your gem may be to low, ruby's ior is higher than glass, 
>> close to 2 I think.
>
>
> Ruby = 1.7 according to the reference I saw - which happens to be what 
> I'm using, by total fluke ;-)
>
>> Did you set the fade_distance and fade_power?
>
>
> Don't even know what those do without checking the manual... LOL!

They set the rate at witch the light is absorbed.
Start with fade_distance 1 and fade_power 2 (real world value) can also 
use 1001, then change fade_distance until you are satisfied.

>
>> Do you use media_atenuation? Sould be on.
>
>
> Ditto.

The ticker the object, stronger the colouring get. Boolean, on or off. I 
think that it's ON by default.

>
>> Now, it look like only the surfaces have any colour.
>
>
> True.

fade_distance and fade_power are usefull for that. It simulate the 
inside's colouring.

>
>> This look like a midle-ages kind of cut, no faceting on the under 
>> side, very box like (the had still to develop the needed skils and 
>> tools).
>
>
> ...guess whic POV-Ray primitive I used to make it? ;-)

difference of boxes

>
> But yes, it seems I need more cuts. Pitty - they are really hard to 
> do. :-S
>
>> Did you set the metal as a target for the photons?
>
>
> Yup. Target on, collect off, reflection on, refraction off.
>
>> It may be "good enough" as is if it's going to be small in the final 
>> scene.
>
>
> No - it's going to BE the entire scene. Or that's the plan...
>
> Anyway, thanks for the tips...
>
> Andrew @ home.

Alain


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