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I'm making a bottle. It looks like glass of course. And I have a problem -
the part of the bottle between its wide and narrow cylinders (actually
difference of two cones) looks like very strange. It seems to be not
transparent at all. In addition its color is blue while the color of bottle
is gray. Whats my fault?
The code of the bottle:
union {
difference {
cylinder {
<0, 0, 0>, <0, 2, 0>, 0.5
}
cylinder {
<0, 0.1, 0>, <0, 2.1, 0>, 0.45
}
}
// problem place starts...
difference {
cone {
<0, 2, 0>, 0.5, <0, 2.5, 0>, 0.2
}
cone {
<0, 1.9, 0>, 0.51, <0, 2.6, 0>, 0.09
}
}
// ... ends
difference {
cylinder {
<0, 2.5, 0>, <0, 3, 0>, 0.2
}
cylinder {
<0, 2.4, 0>, <0, 3.1, 0>, 0.15
}
}
texture {
pigment {
color rgbf <0.95, 0.95, 0.95, 0.92>
}
finish {
ambient 0.05
diffuse 0.05
reflection 0.2
specular 0.2
roughness 0.005
}
}
interior {
ior 1.5
}
translate <-1, 1, 0.5>
}
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I didn't render your code so don't know for sure that this is the problem
but ... instead of using the "union" construct, try using the "merge"
construct. Consult the POV-Ray documentation for the difference between
"union" and "merge".
Neil
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jkVogel wrote:
> I'm making a bottle. It looks like glass of course. And I have a problem -
> the part of the bottle between its wide and narrow cylinders (actually
> difference of two cones) looks like very strange. It seems to be not
> transparent at all. In addition its color is blue while the color of bottle
> is gray. Whats my fault?
> The code of the bottle:
>
> union {
> difference {
> cylinder {
> <0, 0, 0>, <0, 2, 0>, 0.5
> }
> cylinder {
> <0, 0.1, 0>, <0, 2.1, 0>, 0.45
> }
> }
> // problem place starts...
> difference {
> cone {
> <0, 2, 0>, 0.5, <0, 2.5, 0>, 0.2
> }
> cone {
> <0, 1.9, 0>, 0.51, <0, 2.6, 0>, 0.09
> }
> }
> // ... ends
> difference {
> cylinder {
> <0, 2.5, 0>, <0, 3, 0>, 0.2
> }
> cylinder {
> <0, 2.4, 0>, <0, 3.1, 0>, 0.15
> }
> }
> texture {
> pigment {
> color rgbf <0.95, 0.95, 0.95, 0.92>
> }
> finish {
> ambient 0.05
> diffuse 0.05
> reflection 0.2
> specular 0.2
> roughness 0.005
> }
> }
> interior {
> ior 1.5
> }
> translate <-1, 1, 0.5>
> }
>
>
Without texting I notice two things:
Use merge instead of union with transparent csg
and the cones difference looks a little inside out
maybe use:
difference {
cone {
<0, 2, 0>, 0.5, <0, 2.5, 0>, 0.2
}
cone {
<0, 1.99, 0>, 0.45, <0, 2.51, 0>, 0.15
}
}
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Jim Charter <jrc### [at] msncom> wrote:
> Use merge instead of union with transparent csg
I've done it. And I got the same result.
> and the cones difference looks a little inside out
It's mistaken opinion. I'd calculated all numbers before making the SDL
code.
It seems to me I've solved my problem. It's, possible, the background
reflection. But it's not good. Objects maked from glass must reflect, don't
they? And they do. At the same time final picture don't looks... realistic.
Thanks for help anyway.
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jkVogel nous apporta ses lumieres en ce 2005-02-05 05:39:
> It seems to me I've solved my problem. It's, possible, the background
> reflection. But it's not good. Objects maked from glass must reflect, don't
> they? And they do. At the same time final picture don't looks... realistic.
> Thanks for help anyway.
>
>
Glass objects do reflect somewhat, a little at sharp angle, strongly at very shalow
angle. Generaly,
the best way is to use variable reflection with fresnel on and conserve_energy.
The problem is that you have an angle and the reflection jump sudently fron something
near the
horizontal, to something almost straight up.
You may try using a lathe object. Read the documentation entry 3.4.1.7 Lathe
Alain
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Alain, thanks a lot for the "lathe"! I've tryed to use "sor", but I've got a
bad result. Now it looks the same, but it was easier to create. Thank you.
Anyway my problem remains unsolved. However, the variable reflaction and
the understanding of the heart of the problem helps me. It's the real world
view (with the "Cyan" sky) in spite of unrealistic picture.
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