POV-Ray : Newsgroups : povray.general : A little help about old vers. : Re: A little help about old vers. Server Time
26 Apr 2025 19:30:01 EDT (-0400)
  Re: A little help about old vers.  
From: Alain Martel
Date: 25 Apr 2025 07:17:18
Message: <680b6f3e$1@news.povray.org>
Le 2025-04-23 à 10:01, GioSeregni a écrit :
> Hi all,
> I am sorry.
> I don't understand the complex explanation of some changes made after version
> 2.x, but I'm "reverting" some of my files.
> I would appreciate if someone could translate these instructions because my old
> compiler got from the CAD layer name and wrote something like this, which is now
> not valid.
> 

My take.
> DEF GOLDDARK Material {diffuseColor 0.81 0.71 0.23 ambientIntensity 0.5
> specularColor 1 1 1 shininess 1}
#declare GOLDDARK = material{
	pigment{rgb<0.81, 0.71, 0.23>}
	finish{diffuse 0.5 ambient 0 specular 1 metallic roughness 0.01
		reflection{0.6 metallic}
		}
	}// This is a metal.

The metallic key word cause the highlight and reflection to take the 
colour of the surface.
Need an environment to show in the reflection.

> 
> DEF POLIBLUE Material {emissiveColor 0 0 0 diffuseColor 0.05 0 0.50
> ambientIntensity 0.4 specularColor 0.8 0.8 0.8 shininess 0.625}
#declare POLIBLUE = material{
	pigment{rgb<0.05, 0, 0.5>}
	finish{diffuse 0.7 ambient 0.1  specular 0.8 roughness 0.375}
	// That's a rather dull surface.
	}

Make roughness smaller to make the highlight tighter.

> 
> DEF DEMIRED   Material {ambientIntensity 0.4 diffuseColor 0.6 0.1 0.1
> specularColor 0.6 0.1 0.1 shininess 0.8 transparency 0.3}
#declare DEMIRED = material{
	pigment{rgbt<1, 0.8, 0.8, 0.6>}//transparent pigment.
	finish{diffuse 0.5 ambient 0 specular 0.8 fresnel roughness 0.1
		reflection{ 1 fresnel}
		}
	interior{ior 1.5// required for fresnel to work
	dispersion 1.02// blue refract more than red by that amount
	fade_color rgb<0.6, 0.1, 0.1>//Actual colour
	fade_distance 0.1//Define how the thickness affect the colour
	fade_power 1001 //a standard value
	}
}

That's a transparent material. Made it have a colour that depends on the 
thickness. Adjust fade_distance as needed. fade_distance depends on the 
scale of your scene.
Need an IOR for the fresnel reflection to work. Will show refraction.
Fresnel highlight and reflection are minimal when the surface is viewed 
perpendicularly and maximum at grazing angles.
Need an environment to show in the transparency and the effect of 
refraction.

> 
> Thanks in advanced!
> G.
> 
>


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