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I've tried applying your settings to my own scene, but am not getting
any reflectivity off the bricks. Could you take a look? The finish is
defined in "l3p_materials_noshadow_1.4_uber.inc" at line 58. Thanks!
Michael
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Attachments:
Download 'lego_building_povray_20150916.zip' (94 KB)
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I just noticed I forgot to copy your global_settings. But after doing
that I still can't see much reflectivity. I'll post again with an update
when my render is complete.
Michael
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> I've tried applying your settings to my own scene, but am not getting
> any reflectivity off the bricks. Could you take a look? The finish is
> defined in "l3p_materials_noshadow_1.4_uber.inc" at line 58. Thanks!
>
>
> Michael
When you use "fresnel", you also must provide an interior block where
you set the ior for that material.
If you don't, the ior default's to 1 whitch prety much kill reflectivity.
A good starting point for the ior is in the range 1.4 to 1.8.
Water's ior is about 1.3.
Most plastics are in the 1.45 to 1.67 range, same for common glass.
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On 9/17/2015 5:17 PM, Alain wrote:
> When you use "fresnel", you also must provide an interior block where
> you set the ior for that material.
> If you don't, the ior default's to 1 whitch prety much kill reflectivity.
>
> A good starting point for the ior is in the range 1.4 to 1.8.
> Water's ior is about 1.3.
> Most plastics are in the 1.45 to 1.67 range, same for common glass.
Thanks for the tip.
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I've attached my latest experiments using your settings and the LGEO
library. Things seem to be working okay. I'll post my render when it's done.
Michael
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Attachments:
Download 'lego_building_povray_20150917.zip' (51 KB)
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Am 17.09.2015 um 23:17 schrieb Alain:
>> I've tried applying your settings to my own scene, but am not getting
>> any reflectivity off the bricks. Could you take a look? The finish is
>> defined in "l3p_materials_noshadow_1.4_uber.inc" at line 58. Thanks!
>>
>>
>> Michael
>
> When you use "fresnel", you also must provide an interior block where
> you set the ior for that material.
> If you don't, the ior default's to 1 whitch prety much kill reflectivity.
Actually "pretty much" is an understatement; "totally" would be more to
the point ;)
> A good starting point for the ior is in the range 1.4 to 1.8.
> Water's ior is about 1.3.
> Most plastics are in the 1.45 to 1.67 range, same for common glass.
Solid LEGO bricks are made of acrylonitrile butadiene styrene (ABS),
while transparent LEGO bricks are made of Makrolon, a polycarbonate
(PC); for both families of plastics, an ior of about 1.6 is a very good
approximation.
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On 6/5/2015 5:51 PM, clipka wrote:
> Am 05.06.2015 um 23:39 schrieb clipka:
>> Am 04.06.2015 um 23:17 schrieb Reuben Pearse:
>>
>>> I would like try some more UberPov renders using the LDraw models that
>>> I've
>>> already converted to POV-Ray - could you share the full code for your
>>> example picture.
>
> Here are the files that make up the scene. I might have made some minor
> changes by now.
>
> NOTE: The include file "lego_colors_.inc" is NOT INTENDED FOR FURTHER
> DISTRIBUTION without my explicit consent. There are reasons I don't want
> it to be spread around outside this newsgroup.
>
How do you tone down the scattering in the reflection? I want it to be a
little more sharp.
Michael
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Am 22.09.2015 um 05:27 schrieb Mike Horvath:
> On 6/5/2015 5:51 PM, clipka wrote:
>> Am 05.06.2015 um 23:39 schrieb clipka:
>>> Am 04.06.2015 um 23:17 schrieb Reuben Pearse:
>>>
>>>> I would like try some more UberPov renders using the LDraw models that
>>>> I've
>>>> already converted to POV-Ray - could you share the full code for your
>>>> example picture.
>>
>> Here are the files that make up the scene. I might have made some minor
>> changes by now.
>>
>> NOTE: The include file "lego_colors_.inc" is NOT INTENDED FOR FURTHER
>> DISTRIBUTION without my explicit consent. There are reasons I don't want
>> it to be spread around outside this newsgroup.
>>
>
> How do you tone down the scattering in the reflection? I want it to be a
> little more sharp.
Change the "PlasticRoughness" variable to a lower value.
Note that this will affect both reflection and highlights, and for the
sake of realism that's how it should be.
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On 6/5/2015 5:51 PM, clipka wrote:
> Am 05.06.2015 um 23:39 schrieb clipka:
>> Am 04.06.2015 um 23:17 schrieb Reuben Pearse:
>>
>>> I would like try some more UberPov renders using the LDraw models that
>>> I've
>>> already converted to POV-Ray - could you share the full code for your
>>> example picture.
>
> Here are the files that make up the scene. I might have made some minor
> changes by now.
Old thread, I know, but I just noticed that PlasticTranslucency is set
to zero. Does that mean SSLT is disabled in your scene? Further, do you
think SSLT is appropriate for ABS and polycarbonate plastics? Thanks for
the help.
Michael
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Le 19-06-21 à 23:59, Mike Horvath a écrit :
> On 6/5/2015 5:51 PM, clipka wrote:
>> Am 05.06.2015 um 23:39 schrieb clipka:
>>> Am 04.06.2015 um 23:17 schrieb Reuben Pearse:
>>>
>>>> I would like try some more UberPov renders using the LDraw models that
>>>> I've
>>>> already converted to POV-Ray - could you share the full code for your
>>>> example picture.
>>
>> Here are the files that make up the scene. I might have made some
>> minor changes by now.
>
> Old thread, I know, but I just noticed that PlasticTranslucency is set
> to zero. Does that mean SSLT is disabled in your scene? Further, do you
> think SSLT is appropriate for ABS and polycarbonate plastics? Thanks for
> the help.
>
>
> Michael
Setting PlasticTranslucency to zero effectively disable SSLT. It's set
that way to render faster, often wanted during the construction of the
scene.
Yes, SSLT is appropriate for ANY plastic unless that plastic have some
metallic coating.
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