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Alain Martel <kua### [at] videotron ca> wrote:
> > Hi all,
> > I am sorry.
> > I don't understand the complex explanation of some changes made after version
> > 2.x, but I'm "reverting" some of my files.
> > I would appreciate if someone could translate these instructions because my old
> > compiler got from the CAD layer name and wrote something like this, which is now
> > not valid.
> >
>
> My take.
> > DEF GOLDDARK Material {diffuseColor 0.81 0.71 0.23 ambientIntensity 0.5
> > specularColor 1 1 1 shininess 1}
> #declare GOLDDARK = material{
> pigment{rgb<0.81, 0.71, 0.23>}
> finish{diffuse 0.5 ambient 0 specular 1 metallic roughness 0.01
> reflection{0.6 metallic}
> }
> }// This is a metal.
>
> The metallic key word cause the highlight and reflection to take the
> colour of the surface.
> Need an environment to show in the reflection.
>
> >
> > DEF POLIBLUE Material {emissiveColor 0 0 0 diffuseColor 0.05 0 0.50
> > ambientIntensity 0.4 specularColor 0.8 0.8 0.8 shininess 0.625}
> #declare POLIBLUE = material{
> pigment{rgb<0.05, 0, 0.5>}
> finish{diffuse 0.7 ambient 0.1 specular 0.8 roughness 0.375}
> // That's a rather dull surface.
> }
>
> Make roughness smaller to make the highlight tighter.
>
> >
> > DEF DEMIRED Material {ambientIntensity 0.4 diffuseColor 0.6 0.1 0.1
> > specularColor 0.6 0.1 0.1 shininess 0.8 transparency 0.3}
> #declare DEMIRED = material{
> pigment{rgbt<1, 0.8, 0.8, 0.6>}//transparent pigment.
> finish{diffuse 0.5 ambient 0 specular 0.8 fresnel roughness 0.1
> reflection{ 1 fresnel}
> }
> interior{ior 1.5// required for fresnel to work
> dispersion 1.02// blue refract more than red by that amount
> fade_color rgb<0.6, 0.1, 0.1>//Actual colour
> fade_distance 0.1//Define how the thickness affect the colour
> fade_power 1001 //a standard value
> }
> }
>
> That's a transparent material. Made it have a colour that depends on the
> thickness. Adjust fade_distance as needed. fade_distance depends on the
> scale of your scene.
> Need an IOR for the fresnel reflection to work. Will show refraction.
> Fresnel highlight and reflection are minimal when the surface is viewed
> perpendicularly and maximum at grazing angles.
> Need an environment to show in the transparency and the effect of
> refraction.
>
> >
> > Thanks in advanced!
> > G.
> >
> >
Thanks!
but sorry, "material" is exactly my trouble. I used it in the far 2002, but now,
it is
not anymore working for me
So, if I use your suggestion for declare
#declare GOLDDARK = material{
pigment{rgb<0.81, 0.71, 0.23>}
finish{diffuse 0.5 ambient 0 specular 1 metallic roughness 0.01
reflection{0.6 metallic}
}
}// This is a metal.
I get:
Parse Error: No matching } in 'material', pigment found instead
Render failed
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