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I've been trying to make a simple glass ball, and so far I've only produced
a jet black ball. I can't get it to look like glass. Here is a simplified
scene file, any help would be appreciated:
#include "colors.inc"
camera{
location <0,6,-6>
look_at <0,1.5,0>
}
light_source{
<-3, 10, -2>
color White
spotlight
radius 15
falloff 20
tightness 10
point_at <0,0,0>
}
light_source{
35*y
color White
area_light <10,0,0>, <0,0,10>, 10, 10
adaptive 1
jitter
}
plane{
y, 0
texture{
pigment{ color White }
}
}
sphere{
<0, 2.005, 0>, 2
texture{
pigment{
color rgbf <0.96, 0.97, 0.98, 0.1>
}
finish{
specular 0.7
roughness 0.001
ambient 0.2
diffuse 0.1
reflection{ 0.03, 0.51
fresnel on}
conserve_energy
}
}
interior{ ior 1.45
fade_distance 0.50
fade_power 1
}
}
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Sleazy Saint nous apporta ses lumieres ainsi en ce 2004-10-29 18:45... :
>I've been trying to make a simple glass ball, and so far I've only produced
>a jet black ball. I can't get it to look like glass. Here is a simplified
>scene file, any help would be appreciated:
>
>#include "colors.inc"
>
>camera{
> location <0,6,-6>
> look_at <0,1.5,0>
>}
>
>light_source{
> <-3, 10, -2>
> color White
> spotlight
> radius 15
> falloff 20
> tightness 10
> point_at <0,0,0>
>}
>
>light_source{
> 35*y
> color White
> area_light <10,0,0>, <0,0,10>, 10, 10
> adaptive 1
> jitter
>}
>
>plane{
> y, 0
> texture{
> pigment{ color White }
> }
>}
>
>sphere{
> <0, 2.005, 0>, 2
> texture{
> pigment{
> color rgbf <0.96, 0.97, 0.98, 0.1>
>
>
The filter value is way to low, a value betwen 0.8 and 0.98 is better.
> }
> finish{
> specular 0.7
> roughness 0.001
> ambient 0.2
>
>
An ambient much closer to 0 would be beter (0 to 0.001)
> diffuse 0.1
>
>
OK
> reflection{ 0.03, 0.51
> fresnel on}
>
>
OK
> conserve_energy
> }
> }
> interior{ ior 1.45
>
>
OK
> fade_distance 0.50
>
>
Deffinitely to small, I got beter result with a value from 5 to 8
> fade_power 1
> }
>}
>
>
>
>
Alain
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Thanks.
I did everything you suggested. It helped, since the ball isn't jet black
anymore, but it still looks opaque.
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"Sleazy Saint" <Oll### [at] aolcom> wrote:
> Thanks.
>
> I did everything you suggested. It helped, since the ball isn't jet black
> anymore, but it still looks opaque.
Hi,
I found something nice concerning Glass:
http://www.ignorancia.org/t_tips.php
There is an examplecode for a glass with water, and many other very useful
tips
Greets, Mark
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"Sleazy Saint" <Oll### [at] aolcom> wrote:
> I've been trying to make a simple glass ball, and so far I've only produced
> a jet black ball. I can't get it to look like glass. Here is a simplified
> scene file, any help would be appreciated:
>
> #include "colors.inc"
>
> camera{
> location <0,6,-6>
> look_at <0,1.5,0>
> }
>
> light_source{
> <-3, 10, -2>
> color White
> spotlight
> radius 15
> falloff 20
> tightness 10
> point_at <0,0,0>
> }
>
> light_source{
> 35*y
> color White
> area_light <10,0,0>, <0,0,10>, 10, 10
> adaptive 1
> jitter
> }
>
> plane{
> y, 0
> texture{
> pigment{ color White }
> }
> }
>
> sphere{
> <0, 2.005, 0>, 2
> texture{
> pigment{
> color rgbf <0.96, 0.97, 0.98, 0.1>
> }
> finish{
> specular 0.7
> roughness 0.001
> ambient 0.2
> diffuse 0.1
> reflection{ 0.03, 0.51
> fresnel on}
> conserve_energy
> }
> }
> interior{ ior 1.45
> fade_distance 0.50
> fade_power 1
> }
> }
The following works (see below):
Also go to www.ignorancia.org - "The Persistance of Ignorance" and download
glasswater.pov because it rocks!
That fade_power & fade_distance stuff in the interior really hacked things
up and also the "rgbf <0.96, 0.97, 0.98, 0.1>" which only filters 0.1 (10%)
of the color <0.96, 0.97, 0.98> (whiteish).
You want to filter almost ALL of the color like rgbf<1,1,1,0.9> so you can
see through your glass ball.
If you are making a "hollow" glass ball like:
difference
{
sphere{0 1}
sphere{0 0.9}
material{heaps of glass stuff like ior and junk}
}
And then you put some cool liquid in it that has a different ior...
You gotta raise max_trace_level in the global_settings{} block to something
higher than it's default of 5.
#include "colors.inc"
camera{
location <0,6,-6>
look_at <0,1.5,0>
}
light_source{
<-3, 10, -2>
color White
spotlight
radius 15
falloff 20
tightness 10
point_at <0,0,0>
}
light_source{
35*y
color White
area_light <10,0,0>, <0,0,10>, 10, 10
adaptive 1
jitter
}
plane{
y, 0
texture{
//pigment{ color White }
pigment{checker rgb 1 rgb 0}
}
}
sphere{
<0, 2.005, 0>, 2
texture{
pigment{
//color rgbf <0.96, 0.97, 0.98, 0.1>
color rgbf <0.96, 0.97, 0.98, 0.9>
}
finish{
specular 0.7
roughness 0.001
ambient 0.2
diffuse 0.1
reflection{ 0.03, 0.51
fresnel on}
conserve_energy
}
}
interior{ ior 1.45
//fade_distance 0.50
//fade_power 1
}
}
glasswater.pov paves the way for glory my friend!
Enjoy!
Captain Chemistry
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