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Am 26.01.2012 21:52, schrieb Florian Siegmund:
> Excuse me for the missing explanation here, but I posted something in the bug
> reports group. Ior is 1.41 in both images (I'm not a complete fool though :) ),
> but the thing that disturbs me is that conserve_energy does not seem to work
> correctly in combination with fade_color. Is this a known issue or has nobody
> tried it before? Or is there probably a workaround or something else to achieve
> the desired effect?
>
Well, it would have been helpful to *see* your full material statement
but anyway for dielectrics like glass something like this has always
worked for me:
#macro Dielectric (COLOR, IOR, TRANSLUCENCY)
material {
texture {
pigment {rgb COLOR filter 1}
finish {
ambient 0 diffuse 0
reflection {0,1 fresnel on} conserve_energy
}
}
interior {
ior IOR
fade_power 1001
fade_distance TRANSLUCENCY
fade_color rgb <pow(COLOR.red,3),
pow(COLOR.green,3),
pow(COLOR.blue,3)>
}
}
#end
note that this "fade_power 1001" statement is an old (and really dirty
as it lacks any logic) hack that is part of POV-Ray since ages to turn
realistic fade power calculation on.
The value for TRANSLUCENCY depends on your general scene scale and just
to mention it: make sure your max_trace_level is high enough for all the
internal bounces.
-Ive
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