POV-Ray : Newsgroups : povray.advanced-users : How does POV-Ray handle IORs between two interfacing surfaces? : Re: How does POV-Ray handle IORs between two interfacing surfaces? Server Time
29 Jul 2024 02:23:36 EDT (-0400)
  Re: How does POV-Ray handle IORs between two interfacing surfaces?  
From: Retsam
Date: 2 Apr 2003 23:10:03
Message: <web.3e8bb334eee3489b34dff4bb0@news.povray.org>
Gwen & Emory Stagmer wrote:
>You're absolutely right, that's the way it works.  It's a well known
>problem with all ray-tracers, not just POV.  One solution is to make
>single-surface solids with meshs or triangles.  Since these have no
>thickness, they have no second side for the ray to exit against and
>transition from your 'glass' to 'air' before going to the 'water'.
>It's messy to create and still have all the solids you want, but
>that's the best solution I know of...
>
>Emory
>

I thought of that, but I couldn't figure out how to make it work in both
directions.  Since a mesh object has no inside, how can I make it so that
light travelling the other way will enter "glass" when it exits the water?
Since the IOR engine tracks what it is "inside" of, when it leaves the
water, it will hit air, and when it reaches the other side of the glass, it
will get confused, because it wasn't inside the glass to begin with.

Is there a way to make surfaces that can be intersected from one side, but
not another?  You know, so that you can make the glass and the water on the
glass/water interface one-way surfaces (i.e., you can go from the water to
glass and glass to water)?  In other words, it would only intersect one of
the two surfaces, depending on which direction it's going?


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