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I have a material that creates a shadow of varying density, depending on the
angle to the direction of the light rays.
Is it possible to specify a variable transmission of light through the surface,
depending on the angle of light rays incidence?
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On 9/23/18 9:20 AM, ttyUSB0 wrote:
> I have a material that creates a shadow of varying density, depending on the
> angle to the direction of the light rays.
> Is it possible to specify a variable transmission of light through the surface,
> depending on the angle of light rays incidence?
>
>
sure povray does that ... check out ior to characterize the interior of
your material. have a look in the docs Reference->Scene File
Extras->Include Files you'll see ior mentioned in a couple of places.
look in glass.inc and you'll see how to put together a material
definition. transmit and filter in pigment is worth looking at...povray
has subsurface light transport too
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On 9/23/18 10:18 AM, Jim Holsenback wrote:
> On 9/23/18 9:20 AM, ttyUSB0 wrote:
>> I have a material that creates a shadow of varying density, depending
>> on the
>> angle to the direction of the light rays.
>> Is it possible to specify a variable transmission of light through the
>> surface,
>> depending on the angle of light rays incidence?
>>
>>
>
> sure povray does that ... check out ior to characterize the interior of
> your material. have a look in the docs Reference->Scene File
> Extras->Include Files you'll see ior mentioned in a couple of places.
> look in glass.inc and you'll see how to put together a material
> definition. transmit and filter in pigment is worth looking at...povray
> has subsurface light transport too
oh objects can also have interior media too...start at
Reference->Special Effects->Media
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Am 23.09.2018 um 15:20 schrieb ttyUSB0:
> I have a material that creates a shadow of varying density, depending on the
> angle to the direction of the light rays.
> Is it possible to specify a variable transmission of light through the surface,
> depending on the angle of light rays incidence?
That's actually normal behaviour for pretty much all transparent
real-life materials; usually, the difference in shadow is due to
specular reflection at the surfaces that "steals" part of the light; in
real life, specular reflection is stronger at shallow angles, as
expressed by Fresnel's law.
As Jim already hinted at, POV-Ray can take into account Fresnel's law
for /some/ effects, if you specify an index of refraction.
However, it doesn't normally do so for shadows; to make POV-Ray do so,
you have to:
- Specify the object's refractive index (via `ior` in an `interior` block).
- Set up the material to respect fresnel's law for reflection (using
`reflection { fresnel on }` in a finish block).
- Set up the material to account for reflected light in computing
transmission (using `conserve_energy` in a finish block).
- Use photon mapping to coax POV-Ray into actually computing advanced
transmission effects for shadows.
An alternative is to use the `aoi` (angle of incidence) pattern for the
pigment, varying the `trans` component of the colour according to the angle.
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Thank you, clipka and Jim.
I want to model not a three-dimensional, but a flat object. Like polygon, or
mesh/mesh2.
Directive
pigment{aoi}
works well, surface color depends of angle of incidence, but shadow is always
the same.
I cant found, how to make my surface cast semi-transparent shadows.
Keywords 'transmit' and 'filter' works only with 'color'. How to make texture
transparent?
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"ttyUSB0" <nomail@nomail> wrote:
I have read the manual carefully.. :)
This code does something similar to what I need:
polygon {4, <-w/2, -h/2>, <w/2, -h/2>, <w/2, h/2>, <-w/2, h/2>
pigment{
aoi
color_map {
[0.71 color Blue transmit 0.1]
[0.99 color Red transmit 0.9]
}
}
rotate 15*x
no_image
}
Shadow now depends on rotation angle.
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Le 18-09-28 à 03:16, ttyUSB0 a écrit :
> Thank you, clipka and Jim.
> I want to model not a three-dimensional, but a flat object. Like polygon, or
> mesh/mesh2.
>
> Directive
> pigment{aoi}
> works well, surface color depends of angle of incidence, but shadow is always
> the same.
> I cant found, how to make my surface cast semi-transparent shadows.
>
> Keywords 'transmit' and 'filter' works only with 'color'. How to make texture
> transparent?
>
>
You can add «transmit Value» or «filter Value» after the pigment.
You can also use rgbt, rgbf or rgbft to definne your pigment :
rgb<R, G, B>
rgbt<R, G, B, Transmit>
rgbf<R, G, B, Filter>
rgbft<R, G, B, Filter, Transmit>
When using filter and transmit, always make sure that (filter +
transmit) <= 1
The «color» or «colour» keyword is always optional unless you use this
obsolete construction :
colour red RedValue green GreenValue blue BlueValue
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