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> > and cannot be layered.
> I don't understand this statement. Why would you want to layer a normal
> anyway?
How would you make a dirty blurred-reflective metal? In MegaPov you could add a layer
of
a dirt-texture to your blurred-reflective metal, but because layered-textures don't
work
with texture_maps, you couldn't add a layer of dirt to the blurred-reflective metal in
POV3.5.
It's probably possible to 'fake' layers using texture_maps, but you have to agree that
layered textures are much easier to understand and to make.
For the record: I haven't used MegaPov's reflection_blur much, because I didn't really
like the results. The 'workaround' gives much better results, and seems to be faster,
so
except for the layering-problems, I think it's a much better way to make blurry
reflections.
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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