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Hi,
I have been playing with POV-Ray since 2 days and try to model something
simple...
A part of that is made of plastic or rubber, which is _nearly_ clear. The
interior is muddy or cloudy, not transparent at all, the colors of the
background shine through only very, very dim and roughly. The surface is
not reflective at all.
You can find such a plastic maybe as rubber feets on small electronic
devices or other boxes.
Which texture and interior should I use? I have been playing around with
mostly "glass" like settings, but the results are not satisfying.
Any help?
TIA;
Ekki (Germany)
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In article <3d6a8a20@news.povray.org>, Ekki Plicht <ekk### [at] plicht de>
wrote:
> A part of that is made of plastic or rubber, which is _nearly_ clear. The
> interior is muddy or cloudy, not transparent at all, the colors of the
> background shine through only very, very dim and roughly. The surface is
> not reflective at all.
>
> You can find such a plastic maybe as rubber feets on small electronic
> devices or other boxes.
>
> Which texture and interior should I use? I have been playing around with
> mostly "glass" like settings, but the results are not satisfying.
To make effects that depend on the volume of the interior instead of
just surface texture, you need to use interior attenuation (the
fade_power, fade_distance, and fade_color keywords) or media. For this,
you said you wanted a cloudy look, so I would recommend scattering media
or a combination of scattering with absorbing. There are some examples
in the sample scenes.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Scattering is pretty slow, and I don't know if its
overkill for that kind of object. Sticking to a mix
of absorption and emission (emission to get a
certain color, absorption to lose background color)
might do as well, and AFAIK, absorption and emission
are calculated quicker than scattering (because they're
light- and self-independant)...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
> To make effects that depend on the volume of the interior instead of
> just surface texture, you need to use interior attenuation (the
> fade_power, fade_distance, and fade_color keywords) or media. For this,
> you said you wanted a cloudy look, so I would recommend scattering media
> or a combination of scattering with absorbing. There are some examples
> in the sample scenes.
>
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In article <3d6b0102@news.povray.org>, "Tim Nikias" <tim### [at] gmx de>
wrote:
> Scattering is pretty slow, and I don't know if its
> overkill for that kind of object. Sticking to a mix
> of absorption and emission (emission to get a
> certain color, absorption to lose background color)
> might do as well, and AFAIK, absorption and emission
> are calculated quicker than scattering (because they're
> light- and self-independant)...
The light interaction is the reason I suggested scattering, a
combination of absorbing and emitting media won't give the same effect.
It is slower, but with a constant density it isn't too bad, and it is
the most realistic way to do it.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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