POV-Ray : Newsgroups : povray.binaries.images : Fountain [WIP] again : Re: Fountain [WIP] again Server Time
10 Aug 2024 17:24:19 EDT (-0400)
  Re: Fountain [WIP] again  
From: Anthony D  Baye
Date: 6 Jul 2004 23:55:02
Message: <40EB7415.E0B331FD@sdsmt.edu>
One other thing:  I may not have needed to be as complex as I was with regards
to the water object, but with the lighting scheme I intend to use, some shape
adjustment was necessary.  For instance; there are fifteen ports around the
inside of the basin that are covered with glass caps, without clipping the
water would extend through the caps into the flame cavities behind the grates
at the base.  This may seem a little over-zealous but I was concerned with
unexpected affects this might have on the lighting.

I also didn't want the water object to extend through the tower itself in case
this presented a problem with any particle system I might employ in the
future.

ADB

"Anthony D. Baye" wrote:

> I simply forgot to type in the ior, it is 1.33.  I didn't copy the block
> directly.
> I'll try collect off.
>
> apologies and thanks,
> ADB
>
> Richard Callwood III wrote:
>
> > On Mon, 05 Jul 2004 11:35:34 -0600, Anthony D. Baye
> > <ant### [at] sdsmtedu> wrote:
> > >
> > > I get odd results when rendering with photons, though.  It seems to
> > > treat the transparent surfaces as though they were opaque (that is, the
> > > surfaces are still transparent, but the light doesn't seem to get
> > > through.  I get a solid shadow on the ground to the left instead of
> > > having a lighter area for the dome, and a colored shadow for the
> > > crystal.), and nothing I do fixes the problem.  If anyone has an Idea
> > > about what I can do to fix this, I'd appreciate suggestions.
> >
> > Do you have photons { pass_through } on the dome and the crystal?
> >
> > Reactor recommended using an ior for the water.  In fact, i don't believe
> > you'll get any results at all without an ior.  Fresnel reflection,
> > refraction, and refractive caustics are dependent on the material's index
> > of refraction, and POV-Ray will not calculate these effects without one.
> >
> > --
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