POV-Ray : Newsgroups : povray.general : Blurred reflections : Blurred reflections Server Time
6 Aug 2024 00:18:00 EDT (-0400)
  Blurred reflections  
From: Paragon
Date: 6 Jul 2002 17:23:00
Message: <3d275fb4@news.povray.org>
I am experimenting with using blurred reflections and am using the method
Warp lists in his PovQandT on his web site.  But rendering with this
technique takes an extremely long time to render.  What other proven
techniques are there to create blurred reflections (that are preferrably
faster to render)?

...too bad POV-Ray doesn't support blurred reflections like MegaPOV does

----------------
Here is the technique listed in the PovQandT:

#declare BlurAmount = .2; // How blurred the reflection should be
#declare BlurSamples = 40; // How many reflected rays to shoot

object
{ MyObject
  texture
  { average texture_map
    { #declare Ind = 0;
      #declare S = seed(0);
      #while(Ind < BlurSamples)
        [1 pigment { ObjectPigment } // The pigment of the object here
           finish { ObjectFinish } // The finish; should have reflection
           normal
           { bumps BlurAmount
             translate <rand(S),rand(S),rand(S)>*10
             scale 1000
           }
        ]
        #declare Ind = Ind+1;
      #end
    }
  }
}

Here is how I used it (and rendering takes forever):

#declare BlurAmount = .2;
#declare BlurSamples = 20;
#declare Polished_Chrome =
   material  // Polished_Chrome
   {
      texture
      {  average texture_map
         {
                #declare Ind = 0;
                #declare S = seed(0);
                #while( Ind < BlurSamples)
                [1 pigment
                   {
                     color rgb <0.2, 0.2, 0.2>
                   }
                   finish
                   {
                     ambient 0.1
                     diffuse 0.7
                     brilliance 6.0
                     phong 0.8
                     phong_size 120.0
                     reflection 0.6
                   }
                   normal
                   {
                     bumps BlurAmount
                     translate <rand(S), rand(S), rand(S)>*10
                     scale 1000
                   }
                 ]
                 #declare Ind = Ind + 1;
                 #end
         }
      }
   }


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