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Anyone know how to get the effect of that dark glass that's often used in
large buildings? You know the stuff... practically opaque from the outside,
almost as clear as normal glass on the inside?
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On Fri, 18 Apr 2003 10:32:30 -0400, Tyler Eaves <tyl### [at] cg1org> wrote:
> Anyone know how to get the effect of that dark glass that's often used in
> large buildings? You know the stuff... practically opaque from the outside,
> almost as clear as normal glass on the inside?
http://www.povray.org/documentation/view/193/
ABX
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Theoretically.
difference {
box { <-1.5, -3.0, -0.125> <1.5, 3.0, 0.75> }
box { <-1.5625, -3.0625, -0.15625> <1.5625, 3.0625, 0.0> texture { NBglass
} }
texture { NBglass pigment { color rgbf <0.75, 0.75, 0.75, 0.015625> }
}
Theoretically, this should render the type of semi-silvered glass used in
observation and interogation rooms.
Regards,
Anthony D. Baye
Tyler Eaves wrote:
> Anyone know how to get the effect of that dark glass that's often used in
> large buildings? You know the stuff... practically opaque from the outside,
> almost as clear as normal glass on the inside?
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ABX wrote:
> On Fri, 18 Apr 2003 10:32:30 -0400, Tyler Eaves <tyl### [at] cg1org> wrote:
>
>>Anyone know how to get the effect of that dark glass that's often used in
>>large buildings? You know the stuff... practically opaque from the outside,
>>almost as clear as normal glass on the inside?
>
>
> http://www.povray.org/documentation/view/193/
>
> ABX
Normally glass is modeled with thickness and not just as one surface so
slope or object pattern might be better.
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In article <3ea0f666$1@news.povray.org>,
Simon Adameit <sim### [at] gaussschule-bsde> wrote:
> Normally glass is modeled with thickness and not just as one surface so
> slope or object pattern might be better.
Neither of those will be of any help in making one-way glass. If you
make a box with one side dark and the other side light, you will either
see the dark side directly or through the light side. I'm not sure how
you plan to use the slope pattern...I think it is idependant of the side
of the surface it is evaluated at.
Anyway, in a one-way glass window, you are unlikely to be able to tell
the difference between thick glass and single-surface glass. With smart
lighting and reflection values, you should be able to get an acceptable
effect, otherwise using interior_texture or actually changing the
texture depending on the camera location is probably the best way to go.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Conserve_energy could be helpfull here don't you think?
the part of light which is reflected is not transmitted.
Inside building is darker than outside so less light comes from inside.
Isn't it how it works?
Marc
de news: cja### [at] netplexaussieorg...
> In article <3ea0f666$1@news.povray.org>,
> Simon Adameit <sim### [at] gaussschule-bsde> wrote:
>
> > Normally glass is modeled with thickness and not just as one surface so
> > slope or object pattern might be better.
>
> Neither of those will be of any help in making one-way glass. If you
> make a box with one side dark and the other side light, you will either
> see the dark side directly or through the light side. I'm not sure how
> you plan to use the slope pattern...I think it is idependant of the side
> of the surface it is evaluated at.
>
> Anyway, in a one-way glass window, you are unlikely to be able to tell
> the difference between thick glass and single-surface glass. With smart
> lighting and reflection values, you should be able to get an acceptable
> effect, otherwise using interior_texture or actually changing the
> texture depending on the camera location is probably the best way to go.
>
> --
> Christopher James Huff <cja### [at] earthlinknet>
> http://home.earthlink.net/~cjameshuff/
> POV-Ray TAG: chr### [at] tagpovrayorg
> http://tag.povray.org/
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Christopher James Huff wrote:
> In article <3ea0f666$1@news.povray.org>,
> Simon Adameit <sim### [at] gaussschule-bsde> wrote:
>
>
>>Normally glass is modeled with thickness and not just as one surface so
>>slope or object pattern might be better.
>
>
> Neither of those will be of any help in making one-way glass. If you
> make a box with one side dark and the other side light, you will either
> see the dark side directly or through the light side. I'm not sure how
> you plan to use the slope pattern...I think it is idependant of the side
> of the surface it is evaluated at.
Ah, I didn't think of that. But one could use the slope or object
pattern in the interior texture.
> Anyway, in a one-way glass window, you are unlikely to be able to tell
> the difference between thick glass and single-surface glass. With smart
> lighting and reflection values, you should be able to get an acceptable
> effect, otherwise using interior_texture or actually changing the
> texture depending on the camera location is probably the best way to go.
>
In a one-way glass window you wouldn't need the effect.
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In article <3ea1b251@news.povray.org>,
Simon Adameit <sim### [at] gaussschule-bsde> wrote:
> Ah, I didn't think of that. But one could use the slope or object
> pattern in the interior texture.
Wha...? Why not just use the interior texture? And what possible use
would the object pattern have?
> > Anyway, in a one-way glass window, you are unlikely to be able to tell
> > the difference between thick glass and single-surface glass. With smart
> > lighting and reflection values, you should be able to get an acceptable
> > effect, otherwise using interior_texture or actually changing the
> > texture depending on the camera location is probably the best way to go.
>
> In a one-way glass window you wouldn't need the effect.
The effect is a way to achieve one-way glass! The idea is that you use
interior_texture to get one-way glass, not that you use one-way glass to
avoid using interior_texture.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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In article <3ea192b1$1@news.povray.org>,
"Marc Jacquier" <jac### [at] wanadoofr> wrote:
> Conserve_energy could be helpfull here don't you think?
> the part of light which is reflected is not transmitted.
> Inside building is darker than outside so less light comes from inside.
I don't think it would be much help in this particular case, but it's
worth checking out. The idea's that the window is partially reflective,
has a dark room on one side and a light room on the other. From the dark
side, the transmitted light washes out the reflected light. From the
light side, it is the other way around.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Christopher James Huff wrote:
>
> > Wha...?
A one-way glass window does only make sense if you will be able to see
it from both sides and if you see it from both sides you will be able to
tell the difference between a thick glass and a single-surface glass
thus you need a way to archieve one-way thick glass which with interior
texture alone wont work, the interior texture needs to be transparent
but the outside texture only needs to be transparent on one side which
you can archieve with the object or slope pattern.
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