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This one was becoase I want do some comlex shape with mesh,
some cristal for example, and I want be sure that it is filled
with interior... so I tried to do this simple prism and I wondered
why it does not look like wierd. I want a transparent prism wit high ior
and I got something just mirror instead with:
texture { T_Glass3 }
interior { I_Glass1
ior 2.42
dispersion 1.035
dispersion_samples 50
fade_distance 30
fade_power 1
}
or very dark looking thing with the same code like above, just without the
fade
stuff....
What I am doing wrong?
Josef
hughes, b. wrote:
>"Kosina.Josef" <kos### [at] felcvutcz> wrote in message
>news:3e44e67d$1[at]news.povray.org...
>> ...I mean an object made by mesh triangles, which is not hollow.
>> Is that right?: (This should be a prism model)
>
>I think what you might be seeing is the fade_distance of the glass interior
>making it very dark. You could try removing that identifier and just use
>your own fade_distance 30 and fade_power 1 (or 1001 for realistic fading) to
>see it is not as darkened. The I_Glass1 has a fade distance of only 2 units
>and your prism is much thicker than that.
>
>Having checked this in CSG difference (actual reason for using
>inside_vector?) it is definitely not without an interior but I'm not sure it
>looks as it should. I'm guessing it is correct though.
>
>Bob
>
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