POV-Ray : Newsgroups : povray.binaries.images : Glass case work : Re: Glass case work Server Time
30 Jul 2024 20:22:54 EDT (-0400)
  Re: Glass case work  
From: clipka
Date: 27 Oct 2012 15:53:24
Message: <508c3bb4$1@news.povray.org>
Am 27.10.2012 20:58, schrieb Alain:

> Use fade_color, fade_distance and fade_power 1 to provide any
> colouration needed.
> An interior block for a glass object can look like this:
>
> interior{
> ior 1.5  // Typical or default glass ior
> dispersion 1.01 // Keep larger than but close to 1.
> fade_color<0.7, 0.98, 0.8> // slightly greenish glass
> fade_distance 1
> // adjust as needed. Small increase the colour intensity.
> fade_power 1 // The only realy realistic value in this case

Actually, no - realistic fading for interiors is exponential rather than 
linear; specify a fade_power value of 1000 or greater (1001 is often 
used, but it doesn't really matter), POV-Ray will then enable 
exponential fading.

> A very important aspect is the reflectiveness of the glass. Your finish
> should have:
> finish{reflection{1 fresnel} conserve_energy}
> This turn on the fresnel reflection going from almost zero to total
> reflectiveness.
> Also adding some relatively tight specular of phong highlight can
> improve the aspect. It's often beter to use a specular or phong value in
> the 0.5 to 0.7 range, but you are not limited to that range.
> You can use both specular and phong.

Actually the specular or phong value range to use depends on the 
tightness of the highlight (phong_size or roughness), unless you use the 
new "albedo" keyword introduced in POV-Ray 3.7.


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