POV-Ray : Newsgroups : povray.binaries.images : Ring : Re: Ring Server Time
11 Nov 2025 21:41:20 EST (-0500)
  Re: Ring  
From: s day
Date: 11 Nov 2025 11:50:00
Message: <web.691368cdc125c60bb46f90e66a8f0b95@news.povray.org>
Alain Martel <kua### [at] videotronca> wrote:
>
> Your diffuse seems to high for a metal. Normally, I use something less
> than 0.1.
> Fresnel reflection for a metal ? Fresnel is for objects that have an IOR
> and are not metals. Useful when you want to simulate a varnish coat on a
> metallic object using a layered texture. In that case, don't forget to add
> interior{ior 1.6}// or something similar.
> One base texture with the metallic texture, then, another transparent
> texture with the fresnel reflection, followed by an interior block
> giving the IOR of the varnish.
>
> My suggestion :
> #declare F_metal  =
> finish {
>      brilliance 5
>      ambient 0
>      diffuse .05 // Lower diffuse
>      metallic
>      specular .4
>      roughness 1/20
>      reflection {.5 metallic}
> }
>
> #declare Varnish =
> material{
>  texture{
>   pigment{rgbt 1}
>   finish{
>    reflection{1 fresnel}
>    phong 1
>    phong_size 40
>    fresnel
>    }
>   }
>  }
>  interior{ior 1.55 dispersion 1.02}
>   }
>
> Then, maybe it's the environment that is to bright... The appearance of
> metals depend a lot on the environment.

I am now wondering how many metal textures I have created that didn't follow
this advice ;-)


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