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A quick test of UberPov's blurred reflections, not really sure it suits
the lantern which is why I only used a low setting for the roughness.
Probably need to add some surface normals to the paint texture to make
it look more like it should be blurred.
Of course the un-blurred version is also shown for comparison, I added
some SSLT settings to the blurred render for the marble plinth, probably
nowhere near the correct settings for marble but as I was experimenting..
I have to say though this is a great new feature and really easy to
use/control plus with a relatively low level of blurring the performance
is still pretty good (it does slow down though as you increase the
roughness).
Sean
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Preview of image 'lantern.png'
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Preview of image 'lanternblur.png'
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On 29-11-2013 0:17, Sean Day wrote:
> A quick test of UberPov's blurred reflections, not really sure it suits
> the lantern which is why I only used a low setting for the roughness.
> Probably need to add some surface normals to the paint texture to make
> it look more like it should be blurred.
>
> Of course the un-blurred version is also shown for comparison, I added
> some SSLT settings to the blurred render for the marble plinth, probably
> nowhere near the correct settings for marble but as I was experimenting..
>
> I have to say though this is a great new feature and really easy to
> use/control plus with a relatively low level of blurring the performance
> is still pretty good (it does slow down though as you increase the
> roughness).
>
> Sean
>
Isn't it great? I believe you got the blurring just right.
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
>
> Isn't it great? I believe you got the blurring just right.
>
> Thomas
Especially if you are using HDR lighting as specular and roughness have no
effect on the surface so this will help a lot with those scenes.
Sean
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Sean Day <s.d### [at] uel ac uk> wrote:
> A quick test of UberPov's blurred reflections, not really sure it suits
> the lantern which is why I only used a low setting for the roughness.
> Probably need to add some surface normals to the paint texture to make
> it look more like it should be blurred.
>
> Of course the un-blurred version is also shown for comparison, I added
> some SSLT settings to the blurred render for the marble plinth, probably
> nowhere near the correct settings for marble but as I was experimenting..
>
> I have to say though this is a great new feature and really easy to
> use/control plus with a relatively low level of blurring the performance
> is still pretty good (it does slow down though as you increase the
> roughness).
>
> Sean
WOnderful work, seems so real. UberPov make life easy.
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