POV-Ray: Transparency using fade_color

RE: POV-Ray: Transparency using fade_color
(2016-12-02, 18:31)Roland Melkert Wrote:
(2016-12-02, 15:15)Niklas Buchmann Wrote: What I think is missing is some 'milkyness' in the transparent parts, some scattering of light inside them to make them glow. This is especially apparent for transparent parts in front of a dark background.  Using a scattering media might be a solution, but that only works on hollow objects.
This is what my current settings give.

#local ldrawPlasticNor=normal {
bumps 0.001
scale 0.5
turbulence 0

#local ldrawPlasticFin=finish {
diffuse 1
brilliance 1

specular albedo 0.1
roughness 0.01

reflection 0.15

#local ldrawPlasticTrans_f=0.75;
#local ldrawPlasticTrans_t=0.25;

#local ldrawPlasticTransInt=interior {
ior 3
fade_power 2
fade_distance 10

The hardest part is found tweaking is getting transparency good for all colors as especially red and yellow seem to loose their transparency very fast.

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:

#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.
my flickr
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RE: POV-Ray: Transparency using fade_color - by Niklas Buchmann - 2016-12-02, 19:38

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