mirror material (how to ?)

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drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

mirror material (how to ?)

Post by drBouvierLeduc » Fri Nov 17, 2006 11:54 pm

Hi,
sorry if this subject has already been discussed (couldn't find if so).

I want to have a perfect mirror material. For the moment, all I get is wether all black, or too blurry.
I'm working with blender, when I turn on the "Mirror Transp -> Ray Transp" button, my object is all black.

Image

Code: Select all

	<material>
		<name>glace</name>
		<specular>
            <transparent>false</transparent>
            <cauchy_b_coeff>0.0</cauchy_b_coeff>  
            <ior>1.0</ior>
	    <rgb_absorptivity>0 0 0</rgb_absorptivity>
		</specular>
	</material>
And when I try to use a phong material with spec and hard set at the max, this is better but way too blurry.

Image

Code: Select all

	<material>
		<name>glace</name>
		<phong>
			<diffuse>1.000 1.000 1.000</diffuse>
			<specular>4.925 4.925 4.925</specular>
			<fresnel_scale>0.800</fresnel_scale>
			<exponent>5110.000</exponent>
		</phong>
	</material>
So I don't know how to do !
Thanks for any help

8bstudio
Posts: 190
Joined: Mon Sep 11, 2006 9:22 pm

Post by 8bstudio » Sat Nov 18, 2006 12:00 am

Hi!
Try or ag.nk material or pump <exponent> very very high like 30000 or more!!!

Phil
Posts: 154
Joined: Mon Nov 06, 2006 2:22 am
Location: St. Wendel, Germany

Post by Phil » Sat Nov 18, 2006 12:26 am

Hi,

I realise a mirror like this:

Code: Select all

<material>
		<name>mirror</name>
		<phong>
			<diffuse>0 0 0</diffuse>
			<specular>1 1 1</specular>
			<fresnel_scale>0.800</fresnel_scale>
			<exponent>1000000.000</exponent>
		</phong>
</material>
This works well.
And 8bstudio has right the exponent must be very hight!

But I am not sure about the fresnel_scale value.

Regards, Phil

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drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Sat Nov 18, 2006 12:42 am

I raised the <exponent> value and it works just fine.
Thanks very much !

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