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hello all!
i want to make two things but don't know where to find in documentation.
maybe someone is nice to help.
1
i made a mirror which works relative fine. but if i try to give him a glas
(like real mirrors have) it goes dark. code see bottom.
2
the clock's back on the desk is golden. but in mirror it seems to be
yellow. also, in my opinion contast is missing ans it has to look a little
bit sharper.
code of mirror
----------------------
#declare spiegel=
union{
box {
<0,0,0>,<1,1,1>
scale <0.5,0.3,0.005>
texture {T_Chrome_5D}
finish{
ambient 0.01
diffuse 0
phong 0.9
reflection 1
brilliance 1
specular 1
}
}
box {
<0,0,0>,<1,1,1>
scale <0.5,0.3,0.003>
texture {T_Glass3
}
translate z*-0.005
}
}//union spiegel
----------------------
where i have to look at?
thank you
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Attachments:
Download 'mirrorprob.jpg' (90 KB)
Preview of image 'mirrorprob.jpg'
![mirrorprob.jpg](/povray.binaries.images/attachment/%3C3bb9c994%40news.povray.org%3E/mirrorprob.jpg?preview=1)
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"marabou" <not### [at] available yet> wrote in message
news:3bb9c994@news.povray.org...
> hello all!
>
> i want to make two things but don't know where to find in documentation.
> maybe someone is nice to help.
>
> 1
> i made a mirror which works relative fine. but if i try to give him a glas
> (like real mirrors have) it goes dark. code see bottom.
>
> 2
> the clock's back on the desk is golden. but in mirror it seems to be
> yellow. also, in my opinion contast is missing ans it has to look a little
> bit sharper.
Have you looked at T_Glass3? I haven't, but I am sure that there is a
tint to that glass. If you really want slow down your rendering by putting
a clear box over your mirror, make sure it is not tinted.
Post a reply to this message
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"Bill DeWitt" <bde### [at] cfl rr com> wrote in message
news:3bb9cc0f@news.povray.org...
>
> "marabou" <not### [at] available yet> wrote in message
> news:3bb9c994@news.povray.org...
> >
> > i want to make two things but don't know where to find in documentation.
> > maybe someone is nice to help.
> >
> > i made a mirror which works relative fine. but if i try to give him a
glas
> > (like real mirrors have) it goes dark. code see bottom.
>
> Have you looked at T_Glass3? I haven't, but I am sure that there is a
> tint to that glass. If you really want slow down your rendering by putting
> a clear box over your mirror, make sure it is not tinted.
Indeed, it is rgbf <0.98, 0.98, 0.98, 0.9>, or a 90% filtered non-white.
But that isn't the whole problem, I believe, since the surfaces of those two
boxes are on the same plane. You'll need to move the glass back in toward
the mirror a slight bit. To explain: your mirror box and glass box both
start at <0,0,0> then you translated the glass -0.005*z exactly where the
mirror box reaches.
You may put filter 1 into the texture like so:
texture {T_Glass3 pigment {rgbf 1}}
That will override the previous color and filter setting but leave the
finish as is.
reflection is additive so be aware of that too.
Bob H.
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you both where right! i know do it with T_Glass4.
thank you.
there's only the problem with the sharpness in mirror.
any suggestions?
Post a reply to this message
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"marabou" <not### [at] available yet> wrote in message
news:3bba3294@news.povray.org...
>
> you both where right! i know do it with T_Glass4.
> thank you.
> there's only the problem with the sharpness in mirror.
> any suggestions?
By sharpness I guess you are talking about the contrast, judging by your
previous message.
Things to check are ambient, diffuse, and highlights (specular and/or
phong). All should be low, near-zero or zero. When it comes to a perfectly
flat mirror like yours the specular highlights are not easily dealt with.
Reason being that you want concentrated intense highlights but what happens
is that it spreads illumination across the whole surface when camera and
light ray paths are nearly aligned. This isn't happening in your scene
though so it is probably the diffuse value needing to be lower. You can
also use reflection_exponent 0.9 (example) in the finish statement to darken
the non-bright parts, leaving lighter objects to show as brighter.
Bob H.
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