POV-Ray : Newsgroups : povray.binaries.images : Ring : Re: Ring Server Time
18 Oct 2025 14:10:43 EDT (-0400)
  Re: Ring  
From: Alain Martel
Date: 17 Oct 2025 15:35:36
Message: <68f29a88$1@news.povray.org>
Le 2025-10-16 à 09:02, yesbird a écrit :
> On 16/10/2025 13:43, Alain Martel wrote:
>> It looks like your material have a rather high ambient value. That 
>> make that gold look as if it was plastic. Try setting ambient 0.
> 
> Thanks for suggestion, but it's already == 0:
> --------------------------------------------
> #declare F_metal  =
> finish {
>      reflection {0, 1 fresnel on }
>      conserve_energy
>      brilliance 5
>      ambient 0
>      diffuse .5
>      phong 5
>      phong_size 40
>      metallic
>      specular .4
>      roughness 1/20
>      reflection .5
> }
> --------------------------------------------
> YB
> 

Your diffuse seems to high for a metal. Normally, I use something less 
than 0.1.
Fresnel reflection for a metal ? Fresnel is for objects that have an IOR 
and are not metals. Useful when you want to simulate a varnish coat on a 
metallic object using a layered texture. In that case, don't forget to add
interior{ior 1.6}// or something similar.
One base texture with the metallic texture, then, another transparent 
texture with the fresnel reflection, followed by an interior block 
giving the IOR of the varnish.

My suggestion :
#declare F_metal  =
finish {
     brilliance 5
     ambient 0
     diffuse .05 // Lower diffuse
     metallic
     specular .4
     roughness 1/20
     reflection {.5 metallic}
}

#declare Varnish =
material{
	texture{
		pigment{rgbt 1}
		finish{
			reflection{1 fresnel}
			phong 1
			phong_size 40
			fresnel
			}
		}
	}
	interior{ior 1.55 dispersion 1.02}
  }

Then, maybe it's the environment that is to bright... The appearance of 
metals depend a lot on the environment.


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