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George Yanez <gya### [at] ncrrcom> wrote:
> I have the following in POV (trying to make transparent glass/crystal ball)
> and the results is not what I expect/want.
Mainly because you don't have details in the environment for the sphere
to reflect/refract.
Try this:
-----------8<-----------8<-----------8<-----------8<-----------8<-----------
global_settings { photons { count 10000 } }
camera { location <2,5,-10>*.7 look_at 0 angle 35 }
light_source { <15,20,-4>, 1 fade_distance 20 fade_power 2 }
light_source { <-20,10,-5>, <.5,.25,.1> fade_distance 20 fade_power 2 }
// Glass sphere
sphere { 0,1
// You can also try this instead of the above for a hollow sphere:
//difference { sphere { 0,1 } sphere { 0, .9 }
pigment { rgbf 1 }
finish
{ specular 2 roughness .005
reflection { .2, .4 }
}
interior { ior 1.5 }
photons { target reflection on refraction on }
}
// Floor. (Don't mind the complexity, it's just for getting details)
plane
{ y,-1
pigment { checker rgb 1, rgb .5 }
#declare TileNormal =
normal
{ gradient x 1 slope_map
{ [0 <0,1>][.05 <1,0>][.95 <1,0>][1 <0,-1>] }
}
normal
{ average normal_map
{ [1 TileNormal]
[1 TileNormal rotate y*90]
}
}
finish { specular .5 }
}
-----------8<-----------8<-----------8<-----------8<-----------8<-----------
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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