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  Lights are reflected from transparent, hollow sphere's surface (Message 1 to 3 of 3)  
From: PSteiss
Subject: Lights are reflected from transparent, hollow sphere's surface
Date: 22 May 2009 12:15:01
Message: <web.4a16cebf657a3ad4b8d7bd180@news.povray.org>
Hi All!

I have the following cloud-like object:

object{
  sphere{<0,0,0>,1}
  //no_reflection
  //no_shadow
  pigment{ rgbt <1,1,1,1> transmit 1}
  finish { reflection 0 ambient 0 brilliance 0 specular 0}
  hollow
  interior{
    media{
      absorption <0,1,1>*9
      intervals 9
      samples 1,1
        density { spherical
        turbulence 0
        color_map {
          [0.1 rgb 0.0]//border
          [1 rgb 1.0]//center
        }
      }
    }
  }
  scale 0.3
  translate <1.74,0,0.535+0.044+0.2>
}


Unfortunately, I see the lights reflected at the sphere's surface.
I'd like just to see the interior.

Could anybody maybe give an advice...?

Pascal


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From: clipka
Subject: Re: Lights are reflected from transparent, hollow sphere's surface
Date: 22 May 2009 13:55:01
Message: <web.4a16e6efbea8fbe92f9e9e10@news.povray.org>
"PSteiss" <nomail@nomail> wrote:

>   finish { reflection 0 ambient 0 brilliance 0 specular 0}

I guess you're lacking a "diffuse 0" here (while at the same time you could do
perfectly well without the "brilliance 0").


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From: Alain
Subject: Re: Lights are reflected from transparent, hollow sphere's surface
Date: 22 May 2009 16:07:16
Message: <4a1705f4@news.povray.org>
PSteiss nous illumina en ce 2009-05-22 12:11 -->
> Hi All!
> 
> I have the following cloud-like object:
> 
> object{
>   sphere{<0,0,0>,1}
>   //no_reflection
>   //no_shadow
>   pigment{ rgbt <1,1,1,1> transmit 1}
Why the "transmit 1"? The rgbt<1,1,1,1> already set transmit to 1.

>   finish { reflection 0 ambient 0 brilliance 0 specular 0}
As reflection and specular default to zero, you don't need them.
Use finish{ambient 0 diffuse 0} but, anyway, ambient and diffuse don't have much 
effect on a totaly transparent object.
>   hollow
>   interior{
>     media{
>       absorption <0,1,1>*9
>       intervals 9
Set this to 1, or don't use intervals at all, it's much faster. Also, using 
intervals can cause artefacts to appears.
>       samples 1,1
samples 1 is bound to cause problems and can create artefacts. It MUST be set to 
a minimum value of 3.
Instead, use samples 9. Even samples 30 should be faster than the settings you 
are using now. The second value is always ignored, so you can remove it.
>         density { spherical
>         turbulence 0
If you set this to anything larger, you'll need a larger container. For a 
turbulence of 1, the container will need to be around 1.5 in radius.
>         color_map {
>           [0.1 rgb 0.0]//border
>           [1 rgb 1.0]//center
>         }
>       }
>     }
>   }
>   scale 0.3
>   translate <1.74,0,0.535+0.044+0.2>
> }
> 
> 
> Unfortunately, I see the lights reflected at the sphere's surface.
> I'd like just to see the interior.
> 
> Could anybody maybe give an advice...?
> 
> Pascal
> 
> 
I've done some tests, with the object as provided and with the proposed changes, 
and I don't see any "reflection.

So, my guess is that your container is interacting with something else. That 
"something" is not the light_source.


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