RED  GREEN  BLUE   VALUE
    COLOR          0    0      0      *
    REFLECT        0    0      0      *
    FILTER         255  255    255    *
    SPECULAR       255  255    255    *
    DITHERING      *    *      *      255
    HARDNESS       *    *      *      255
    ROUGHNESS      *    *      *      0
    SHININESS      *    *      *      0     (Very important see below!)
    PHONG = ON
    INDEX = 1.50
    FOG LENGTH = 0.00
    This should give you glass.
    One thing many people get confused by is:
    1) Shininess must be set to ZERO.  If you set this to anything
       but 0, the FILTER setting will not work.  This is just the
       way Imagine works since FILTER usage assumes shininess
       automatically.
    2) No background.  To get glass, you need surroundings.  If you
       render a glass cup on a pure black screen, you'll probably
       just see the highlights.  Adding global colors for Scanline
       and Ray Trace will give your object something to refract.
    3) Ray Trace.  To get refraction of surrounding objects
       exactly, you need to Trace, though scanline WILL approximate
       refractivity.
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