| | Re: Modeling the magnifying glass in POV-Ray
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(...) This would depend on whether or not L3P's production of clear parts provided a plausable index of refraction for the plastic that the pieces are made of. If so, then a magifying glass should work just fine when rendered by POV-Ray. (...) (26 years ago, 27-Feb-99, to lugnet.cad)
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| | (canceled)
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| | Re: Modeling the magnifying glass in POV-Ray
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(...) I didn't mean a part which was transformed with L3P, I meant to model the magnifying glass individually in POV-Ray, and including this model in an L3P'd model. Anyway, I am quite sure that POV-Ray does this refraction. The amount of refraction (...) (26 years ago, 27-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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I think this depends how POV-Ray handles solid objects. In most 3D rendering programs, what seems to be a solid glass (for instants) is not more than two faces _without_ thickness and nothing between them. If there's nothing between then, then it (...) (26 years ago, 27-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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(...) POV-Ray handles refraction correctly and can simulate distortions such as glass, diamond, water, plastic, etc. --Todd (26 years ago, 28-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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(...) This is the difference between a Renderer (like 3DS MAX) and a Raytracer (like POV Ray). POVRay uses real Solid Geometry, where every object is held in memory as a mathematically "pure" object, so a sphere is defined as a true sphere (via the (...) (26 years ago, 28-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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(...) Can it crete a prism that separates the rainbow colors from white light? :-) Laurentino Martins [mailto:lau@mail.telepac.pt] [(URL) (26 years ago, 28-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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Yes, you have to understand that pov-ray rendered images look so good (and take so much time to be produced) because the physics of light is modeled (hence the reflection refraction and so on and so forth) moreover when you see a textured object (...) (26 years ago, 28-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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I've given this a try now. I haven't actually modeled the LEGO magnifying glass, because I don't have it in front of me, and I don't want to start a new flame war. Seriously, though, I just made a simple lens in POV-Ray. Here's the code I used: (...) (26 years ago, 28-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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Fredrik Glöckner wrote in message ... (...) It's a cool idea, quite a cute effect. Is there some advantage to using the clipped spheres as opposed to a straight intersection? e.g. intersection { sphere {<-40,0,0>, 50 } sphere {<40,0,0>, 50 } (...) (26 years ago, 28-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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(...) For a lense, you'd get double refraction, I imagine. Jasper (26 years ago, 28-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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Jasper Janssen wrote in message <36dcb817.12405674@l...et.com>... (...) I just ran a test render and they seem the same. Neither seems faster either[1], maybe it's just a personal preference. Tim [1] what a strange sentence (26 years ago, 28-Feb-99, to lugnet.cad)
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| | Re: Modeling the magnifying glass in POV-Ray
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(...) Duh, probably not! I'm new to POV-Ray, so I just used the first technique I could find suitable... Intersections looks a lot more simple. Thanks for the input. By the way, the scene gets even more cute by adding reflections to the surface of (...) (26 years ago, 1-Mar-99, to lugnet.cad)
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