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In article <3d5f6ae2@news.povray.org>, "Tim Nikias" <tim### [at] gmxde>
wrote:
> This should work fine. What it does it average the
> textures, and since pigment and finish are always the same,
> those aren't changed, but for every sample POV-Ray
> calculates a new reflection based on the normal-map,
> since that one changes for every sample, you get
> a lot of different reflections, which are averaged.
That will not work. Your code calculates one random vector and uses it
for every texture sample. All the textures your code averages will be
identical, it will just make it render slower.
#macro BlurryTexture(Pig, Fin, Norm, BlurSamps, Amt)
texture {average
texture_map {
#local J = 0;
#while(J < BlurSamps)
[1 pigment {Pig}
finish {Fin}
normal {Norm
translate <rand(R), rand(R), rand(R)>*Amt
}
]
#local J = J + 1;
#end
}
}
#end
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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