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Ive <ive### [at] lilysoft org> wrote:
>
> Well, it would have been helpful to *see* your full material statement
> but anyway for dielectrics like glass something like this has always
> worked for me:
>
>
> #macro Dielectric (COLOR, IOR, TRANSLUCENCY)
> material {
> texture {
> pigment {rgb COLOR filter 1}
> finish {
> ambient 0 diffuse 0
> reflection {0,1 fresnel on} conserve_energy
> }
> }
> interior {
> ior IOR
> fade_power 1001
> fade_distance TRANSLUCENCY
> fade_color rgb <pow(COLOR.red,3),
> pow(COLOR.green,3),
> pow(COLOR.blue,3)>
> }
> }
> #end
>
>
> note that this "fade_power 1001" statement is an old (and really dirty
> as it lacks any logic) hack that is part of POV-Ray since ages to turn
> realistic fade power calculation on.
> The value for TRANSLUCENCY depends on your general scene scale and just
> to mention it: make sure your max_trace_level is high enough for all the
> internal bounces.
>
> -Ive
This is the full material statement I used for the bowl,
max_trace_level = 20 (I already know the trick with "fade_power 1001", thank you
anyway!):
material {
texture {
pigment {color rgbf 1}
finish {
ambient 0
diffuse 0
reflection {1 fresnel}
conserve_energy
}
}
interior {
ior 1.41
fade_color color rgb <0, 0.15, 0.02>
fade_power 1001
fade_distance 1
}
}
It's almost similar to the one you posted, the only thing I did differently is
the pigment. I don't want really "colored" glass, rather clear glass like this
one: http://www.indigorenderer.com/materials/materials/1026
I did another render with reduced fade_distance so you can better see what
disturbs my eye..
Regards,
Florian
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