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"Kenneth" <kdw### [at] gmailcom> wrote:
> There are some things in your test scene that are causing some visual confusion.
>
> Your background(White} is the same color as your first sphere, so I changed the
> background color to rgb .5. Then, when I render the scene with both spheres in
> it, I see ONLY the 2nd (red) sphere; I don't see BOTH spheres.
I think you are right. I have now put a checkerboard behind the spheres to
better see what they do, including the refraction effects.
> Your light source is at the center of both spheres; did you mean to do that?
The final scene is to contain objects surrounding the centre, I just didn't
bother moving the light for the test.
> I think that the use of finish{Glass_Finish} might be confusing the expected
> result as well.
Yeah, well, but if I remove it, I don't get the translucent glass effect I want.
> That finish has specular 1.0 in it (as well as 0.0 for both
> ambient and diffuse.) Specular (and phong) highlights DO show up even on
> 'invisible' object surfaces.
Hm, that would be a problem then.
> Also, I *think* that the srgbft color of your 2nd
> sphere might be causing a problem:
> srgbft < 0.9, 0.1, 0.2, 0.7, 1.0 >
>
> The filter and transmit values *add up* to more than 1.0 here.
want, but I now understand that I can get unexpected contributions from all the
it may be that I have to come up with some semiplausible physics interpretation
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