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From: TinCanMan
Subject: Blurred Reflection, again (+ source)
Date: 13 Jun 2002 09:31:55
Message: <3d089ecb@news.povray.org>
Hello again, I have finally prepared my blurred reflection macro for
distribution.  'BlurRefl.pov' contains the macro plus a sample scene showing
how to use it.  The macro uses fresnel reflection and needs POV 3.5 (3.1
won't work, I'm not sure about megaPOV).  Because it uses fresnel reflection
which needs an ior value, the macro creates a material as opposed to just a
texture (for metal use high iors such as 15 to 25).

'BlurRefl.jpg' illustrates some of the various variables available in the
macro (sorry if there are a lot of jpg artifacts, but I needed to get the
image to a reasonable size for posting).

Layout of image:
T=blur type
R=waveform
D=blur depth
S=# blur samples

the first 4 columns show the effects of the different blur types and wave
form types,
Column 1: T=1, isotropic blur
Column 1: T=2, radial blur
Column 1: T=3, anisotropic horizontal
Column 1: T=4, anisotropic vertical
Row 1: R=0, ramp_wave
Row 2: R=1, triangle_wave
Row 3: R=2, sine_wave
Row 4: R=3, scallop_wave
Row 5: R=4, cubic_wave
Row 6: R=5, poly_wave 0.5  (WF=50.5)
Row 7: R=6, poly_wave 2.0  (WF=52.0)
each of these uses a blur depth (D) of 0.1 and 10 blur samples (S)

column 5 shows the effects of blur depth
each image uses 10 samples, triangle_wave and radial blur (my favourite!)

column 6 shows the effects of the number of samples
each image uses 0.1 blur depth, triangle_wave and radial blur


Please use the macro as you see fit and give any comments, criticism and
suggestions.

Enjoy

-tgq


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Attachments:
Download 'BlurRefl.JPG' (184 KB) Download 'BlurRefl.pov.txt' (5 KB)

Preview of image 'BlurRefl.JPG'
BlurRefl.JPG

From: TinCanMan
Subject: Re: Blurred Reflection, again (+ source)
Date: 13 Jun 2002 09:46:24
Message: <3d08a230$1@news.povray.org>
BTW, i forgot to mention that the macro requires 'functions.inc' to be
included as it uses the f_noise function.

-tgq


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From:
Subject: Re: Blurred Reflection, again (+ source)
Date: 13 Jun 2002 10:00:30
Message: <gp8hgu0ukdut0e1qic145crrs29q4in3gb@4ax.com>
On Thu, 13 Jun 2002 09:31:18 -0400, "TinCanMan" <Tin### [at] hotmailcom>
wrote:
> Please use the macro as you see fit and give any comments, criticism and
> suggestions.

This is probably nice macro but unfortunatelly currently I have no time to
test it so only a few notes after fast look at your code:
- there are case sensitive filesystems so use "functions.inc" instead of 
  "Functions.inc"
- are you aware about noise_generator used in f_noise3D ? I think you expect 
  that values of f_noise3D so "evenly" distributed. That's not true for all 
  noise generators.
- I think there are better binaries group on this server to post useful macros

ABX


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From: TinCanMan
Subject: Re: Blurred Reflection, again (+ source)
Date: 13 Jun 2002 10:06:48
Message: <3d08a6f8$1@news.povray.org>
> - there are case sensitive filesystems so use "functions.inc" instead of
>   "Functions.inc"
no problem

> - are you aware about noise_generator used in f_noise3D ? I think you
expect
>   that values of f_noise3D so "evenly" distributed. That's not true for
all
>   noise generators.
I'm not sure I understand what you are saying here

> - I think there are better binaries group on this server to post useful
macros
I suppose, but I didn't think it would be appropriate to post the image.

-tgq


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From: Zeger Knaepen
Subject: Re: Blurred Reflection, again (+ source)
Date: 13 Jun 2002 10:21:02
Message: <3d08aa4e$1@news.povray.org>
> 'BlurRefl.jpg' illustrates some of the various variables available in the
> macro (sorry if there are a lot of jpg artifacts, but I needed to get the
> image to a reasonable size for posting).
It could have been a lot smaller and better quality if you didn't use red as the
main color. Just black and white images would have shown the effect, and would
compress a lot better.

cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x)               // ZK http://www.povplace.be.tf


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From:
Subject: Re: Blurred Reflection, again (+ source)
Date: 13 Jun 2002 10:27:50
Message: <13ahgugvmlrndinjkam89a8rakp91ljihs@4ax.com>
On Thu, 13 Jun 2002 10:06:15 -0400, "TinCanMan" <Tin### [at] hotmailcom>
wrote:
> > - are you aware about noise_generator used in f_noise3D ? I think you expect
> >   that values of f_noise3D so "evenly" distributed. That's not true for all
> >   noise generators.
> I'm not sure I understand what you are saying here

In documentation look at chapters
  2.6.1  Noise Changes
  7.7.2  Internal Functions (f_noise_generator)
  6.7.12.4  Noise Generators
  6.11.10 Noise_generator
In sample files directory look for
  POV\samples\textures\noise_generator.pov
On news server look at
  http://news.povray.org/povray.beta-test.binaries/19474/

> > - I think there are better binaries group on this server to post useful macros
> I suppose, but I didn't think it would be appropriate to post the image.

Who said it should be posted together? It's typical that macros and completes
scenes goes to one group and images with theirs appearance goes to p.b.i :-)

ABX


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From: TinCanMan
Subject: Re: Blurred Reflection, again (+ source)
Date: 13 Jun 2002 11:33:46
Message: <3d08bb5a$1@news.povray.org>
> In documentation look at chapters
>   2.6.1  Noise Changes
>   7.7.2  Internal Functions (f_noise_generator)
>   6.7.12.4  Noise Generators
>   6.11.10 Noise_generator
> In sample files directory look for
>   POV\samples\textures\noise_generator.pov
> On news server look at
>   http://news.povray.org/povray.beta-test.binaries/19474/

Thanks, I'll have a look.
BTW the reason if anyone is wondering, the reason I used noise functions
rather than bumps or something was that I found they ran quicker and gave
much better results.

> Who said it should be posted together? It's typical that macros and
completes
> scenes goes to one group and images with theirs appearance goes to p.b.i
:-)

I'll remember this for future reference.

-tgq


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From: TinCanMan
Subject: Re: Blurred Reflection, again (+ source)
Date: 13 Jun 2002 12:29:52
Message: <3d08c880@news.povray.org>
I have had a look at the noise_generator info as suggested.
The following image shows the results using the 3 noise_generators, 1, 2 and
3 (in that order, top to bottom).  The docs state that 0 is also valid but
doesn't say what it is, I am assuming that 0 would force it to use whatever
gets set as the default type, can anyone verify (should this be added to the
docs somewhere?).

Secondly, I would like some feedback here regarding the macro.
Would it be prefered to
1) add (yet) another variable for the user to set the generator type
or
2) force a specific generator type and if so, which one?

Thanks for the info all.

-tgq

PS. I will post the resulting macro in one of the scene-file groups.


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Attachments:
Download 'BlurMcro.JPG' (40 KB)

Preview of image 'BlurMcro.JPG'
BlurMcro.JPG


 

From: TinCanMan
Subject: Re: Blurred Reflection, again (+ source)
Date: 14 Jun 2002 09:14:44
Message: <3d09ec44$1@news.povray.org>
I have been experimenting furhter and have reached some disappointment.  The
material works well with simple objects, but as the complexity of the object
increases, it gets *really* bogged down.  Transparency with more than one
sample can be a nightmare.  I'm afraid I'm going to be shelfing this project
for a while.  Feel free to adjust and experiment yourselves with the macro
and post any successes you achieve.

-tgq


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From: Jong
Subject: Re: Blurred Reflection, again (+ source)
Date: 15 Jun 2002 03:32:12
Message: <3d0aed7c@news.povray.org>
Dear TinCanMan,

 This is rather OT.  I'll be more than happy if you could tell me how you
could attach those values for your variable numbers during the animated
sequences of the Blurred Reflection.
I am learning the animation, but don't know how to add the annotations for
verifying purpose during my animation.

Thanks,

Jong
"TinCanMan" <Tin### [at] hotmailcom> wrote in message
news:3d09ec44$1@news.povray.org...
> I have been experimenting furhter and have reached some disappointment.
The
> material works well with simple objects, but as the complexity of the
object
> increases, it gets *really* bogged down.  Transparency with more than one
> sample can be a nightmare.  I'm afraid I'm going to be shelfing this
project
> for a while.  Feel free to adjust and experiment yourselves with the macro
> and post any successes you achieve.
>
> -tgq
>
>


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