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Thankyou for all the help.
I got it working. the final code is as follows:
#declare Test_Texture =
texture
{ average
#local BlurSamples = 255;
#local BlurAmount = .05;
texture_map
{ #local Ind = 0;
#local S = seed(9586);
#while(Ind < BlurSamples)
[1 pigment { color rgb <1,1,1> } // The pigment of the object here
finish { MF } // The finish; should have reflection
normal
{ bumps BlurAmount
translate <rand(S),rand(S),rand(S)>*100
scale 1000
}
]
#declare Ind = Ind+1;
#end
}
}
My first attempts had used Gradent instead of boso and then only 5 hand
coded entries in the map. Using Bozo and increasing the number of map
entries gave a satisfactory result. I used 255 (max -1) for the sample
number because I wanted to see what it could do, but anything over 80 was
sufficient to avoid the problem of multiple ghosted images (my original
problem). At 255 with a resolution setting of 1280X1024 it took ~28.5
minutes to render a very simple seen. If anyone is intrested in the full
source code, or resulting image, just ask.
Once again, thanks for the help.
JFMILLER
"jfmiller" <jfm### [at] hotmailcom> wrote in message
news:3d5f057c$1@news.povray.org...
> Hi all,
>
> I have read of about using texture_map with slightly different
> normals to make a reflection appear blury. I've tried to replicate this
but
> I can't seem to get it to work. Can someone post some source code or a
> tutorial on how this is done?
>
> Thanks
> JFMILLER
>
>
>
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