(2016-12-02, 19:38)Niklas Buchmann Wrote: You're still using transmit/filter (which are texture attirbutes) in your example. I want to get rid of a colored texture for transparent parts altogether and use the interior statement to color the parts like this:Did not realize that, just when I thought I was done tweaking
Code:#declare LDXColor46 = material {
texture {
pigment {color srgb <1,1,1> transmit 1 filter 0 }
finish { lg_transparent_finish }
normal { lg_transparent_normal }
}
interior {
ior 1.6
fade_color srgb <247/255, 241/255, 31/255>
fade_distance 1
fade_power 1
}
}
I like the results of this method a lot, the parts do look more realistic and seem to have more depth. It's just that I'm not happy with the results in all circumstances.
POV-Ray: Transparency using fade_color
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Messages In This Thread |
POV-Ray: Transparency using fade_color - by Niklas Buchmann - 2016-12-02, 15:15
RE: POV-Ray: Transparency using fade_color - by Roland Melkert - 2016-12-02, 18:31
RE: POV-Ray: Transparency using fade_color - by Niklas Buchmann - 2016-12-02, 19:38
RE: POV-Ray: Transparency using fade_color - by Roland Melkert - 2016-12-02, 20:03
RE: POV-Ray: Transparency using fade_color - by Roland Melkert - 2016-12-02, 22:31
RE: POV-Ray: Transparency using fade_color - by Niklas Buchmann - 2016-12-05, 17:16
RE: POV-Ray: Transparency using fade_color - by Niklas Buchmann - 2016-12-06, 17:23
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