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- When light passes through a surface either into or out of a dense medium,
- the path of the ray of light is bent. Such bending is called refracyion.
- Normally transparent or semi-transparent surfaces in POV-Ray do not refract
- light. Adding 'refraction 1.0' to the finish statement turns on refraction.
-
- NOTE: It is recommended that you only use 'refraction 0' or 'refraction
- 1'. Values in between will darken the refracted light in ways that do not
- correspond to any physical property. Many POV-Ray scenes were created with
- intermediate refraction values before this 'bug' was discovered so the 'fea-
- ture' has been maintained. A more appropriate way to reduce the brightness
- of refracted light is to change the 'filter' value in the colors specified
- in the pigment statement. Also, 'refraction' does not cause the object to
- be transparent. Transparency is only occurs if there is a non-zero 'filter'
- value in the color.
-
- The amount of bending or refracting of light depends upon the density of
- the material. Air, water, crystal, diamonds all have different density and
- thus refract differently. The 'index of refraction' or 'ior' value is used
- by scientists to describe the relative density of substances. The 'ior'
- keyword is used in POV-Ray to specify the value. For example:
- texture {
- pigment { White filter 0.9 }
- finish {
- refraction 1
- ior 1.5
- }
- }
-
- The default ior value of 1.0 will give no refraction. The index of re-
- fraction for air is 1.0, water is 1.33, glass is 1.5, and diamond is 2.4.
- The file IOR.INC predefines several useful values for ior.
-
- NOTE: If a texture has a filter component and no value for refraction
- and ior are supplied, the renderer will simply transmit the ray through the
- surface with no bending. In layered textures, the refraction and ior key-
- words MUST be in the last texture, otherwise they will not take effect.
-