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Am 23.09.2012 19:18, schrieb James Holsenback:
>
> LOL ... never mind I found a way to do it (still some tweaking left) . I
> made the pigment in the material srgbf 0.85 and put some colored
> emission media in the interior ... not exactly intuitive (to me anyways)
This is not a good idea. A gemstone does absorb light and not emit it.
I've found this page with some spectral data for gemstones:
http://www.octonus.com/oct/projects/adsorbtion_spectra.phtml
and used this data to play a bit around with your stone. And after
getting some strange effects I noticed that you have a coincident
surface problem within the merge.
This is exactly your gem shape but without coincident surface and it
renders even a bit faster.
#declare Gem = intersection {
#local ndx = 0;
#while ( ndx < 360 )
plane {-x, 0 rotate z*-55 translate x*-2.75 rotate y*ndx }
plane {-x, 0 rotate z*35 translate x*-2.75 rotate y*ndx }
#local ndx = ndx + 45;
#end
plane {y, 0 translate y*1}
}
And I would use something like this for gems:
#macro M_Gem (Color, IOR, FadeDist)
material {
texture {
pigment {rgb Color filter 1}
finish {
ambient 0 emission 0 diffuse 0
reflection {0 1 fresnel on} conserve_energy
}
}
interior {
ior IOR
fade_power 1001
fade_distance FadeDist
fade_power rgb < pow(Color.red,3),
pow(Color.green,3)
pow(Color.blue,3) >
}
}
#end
Note that I do usually use 1cm = 1 POV-Unit and in this case
fade_distance 1 works pretty well. You have scaled your gem much
bigger so you have to adjust fade_distance to fit your scale.
Attached is a quick lo-quality (90 seconds) preview render - not a
spectral one - featuring your stone: from left to right emerald,
sapphire and amethyst.
-Ive
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![gems.jpg](/povray.binaries.images/attachment/%3C505f94a0%40news.povray.org%3E/gems.jpg?preview=1)
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