|
|
There was question how to blur texture. One suggestion was to make many
textures and translate <> them.
My idea is to use function, but it has limitation - it's good only for
monochrome textures (i think)
Function can be :
#declare f2 = function(_x,_y,_z) {
#local r=6; #local sc=0.02;
#local maxDist = sqrt(r*r*3);
(
#local ax=-r; #while (ax<=+r)
#local ay=-r; #while (ay<=+r)
#local az=-r; #while (az<=+r)
fn2(_x+ax*sc,_y+ay*sc,_z+az*sc).gray +
#local az=az+1; #end
#local ay=ay+1; #end
#local ax=ax+1; #end
0) / pow((r*2+1),3)
}
where number of samples is (r^3)*2 + 1, and bluring radius is 'sc'.
In this version it is not so good - I want to make universal macro for
bluring, and most important - add gause (or at leaste multiply each sample
by sqrt(ax*ax + ay*ay + az*az)
My problem is - how to make real bluring for r,g,b values ?
Is it possible to use function pigment, but that function will return
color, instead of value passed to color_map ?
Maybe it would be a good idea to implement bluring in POV's code ? Because
my version is so slooow :/
btw. How is pov 3.5 handling macros ? How meany times my formula is parsed
? Once, once per sample or r^2*2+1 times per sample ?
Full source and images are posted to .b.i and .b.s-f
--
> A jedyne co czytam, ze to terrorysci internetowi z echelonu planuja
> kolejny atak na centrale TPSA
- Expert vel Jacek (obecnie gol### [at] pocztaonetpl)
Post a reply to this message
|
|