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Just experimenting with creating blurred reflections. Comments?
-tgq
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Attachments:
Download 'Blurred.jpg' (49 KB)
Preview of image 'Blurred.jpg'
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Trevor Quayle wrote:
> Just experimenting with creating blurred reflections. Comments?
3.5 is NOT MegaPOV ; }
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In this scene it looks pretty good, I must say. What are your aa settings
for that? Do you think this would work in every scene? Is the amount of
blurring *tunable* (sp?) ? The non-faked highlights look perfect.
--
Jonathan.
"Trevor Quayle" <Tin### [at] hotmailcom> ha scritto nel messaggio
news:3bcc9c7c@news.povray.org...
> Just experimenting with creating blurred reflections. Comments?
>
> -tgq
>
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...which is the interesting thing. Trevor did not use MegaPov, but simulated
blurred reflections with normals (I guess).
--
Jonathan.
"Dave Dunn" <poi### [at] aolcom> ha scritto nel messaggio
news:3BCC9E52.F0D5360A@aol.com...
>
>
> Trevor Quayle wrote:
>
> > Just experimenting with creating blurred reflections. Comments?
>
> 3.5 is NOT MegaPOV ; }
>
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JRG wrote:
> ...which is the interesting thing. Trevor did not use MegaPov, but simulated
> blurred reflections with normals (I guess).
Someone was just saying that the best jokes always fall flat...
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Uh? Sorry, I don't know why, but I didn't get it before... next time I will
check every ; } more than once before answering.
;)
--
Jonathan.
"Dave Dunn" <poi### [at] aolcom> ha scritto nel messaggio
news:3BCC9F82.16E6EC98@aol.com...
>
>
> JRG wrote:
>
> > ...which is the interesting thing. Trevor did not use MegaPov, but
simulated
> > blurred reflections with normals (I guess).
>
> Someone was just saying that the best jokes always fall flat...
>
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"Dave Dunn" <poi### [at] aolcom> wrote in message
news:3BCC9F82.16E6EC98@aol.com...
>
>
> JRG wrote:
>
> > ...which is the interesting thing. Trevor did not use MegaPov, but
simulated
> > blurred reflections with normals (I guess).
>
> Someone was just saying that the best jokes always fall flat...
Jokes like that are no good unless someone doesn't get them.
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JRG wrote:
> Uh? Sorry, I don't know why, but I didn't get it before... next time I will
> check every ; } more than once before answering.
> ;)
Seriously, it was a pretty amazing attempt to recreate one of my fave MegaPOV
features (which was the point since it didn't make its way into 3.5), and I
shouldn't have diminished the effort by horsing around. BTW, how was it done? I
am guessing a small amount of granite scaled verrrrry small...
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AA Setting were as follows: Threshold 0.01, Method 2, Recursion 4
I have been trying to play with it but it is very hard to get rid of
artifacts even with really high AA settings. This one used the bumps
normal, fresnel reflection and metallic reflection. One of the problems
that can be slightly noticed is that at shallow angles, the blurred
reflection breaks down (i.e., becomes clearer, less blurred. I don't think
this reflects reality), I think this is beacause of the nature of normals.
I have been experimenting all around with super-realism, trying to use
reflection instead of specular highlighting and not using ambient lighting
(except as light sources) among other things.
Lots more work to do though.
-tgq
"JRG" <jrg### [at] hotmailcom> wrote in message
news:3bcc9e4e@news.povray.org...
> In this scene it looks pretty good, I must say. What are your aa settings
> for that? Do you think this would work in every scene? Is the amount of
> blurring *tunable* (sp?) ? The non-faked highlights look perfect.
>
> --
> Jonathan.
>
> "Trevor Quayle" <Tin### [at] hotmailcom> ha scritto nel messaggio
> news:3bcc9c7c@news.povray.org...
> > Just experimenting with creating blurred reflections. Comments?
> >
> > -tgq
> >
> >
> >
> >
> >
>
>
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verry nice, it looks like something with fine frost on it.
Gary
Trevor Quayle <Tin### [at] hotmailcom> wrote in message
news:3bcc9c7c@news.povray.org...
> Just experimenting with creating blurred reflections. Comments?
>
> -tgq
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>
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