POV-Ray : Newsgroups : povray.binaries.images : Blurred reflection comparison Server Time
23 Feb 2024 02:07:19 EST (-0500)
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From: Alain
Subject: Re: Blurred reflection comparison
Date: 15 Feb 2018 19:31:55
Message: <5a86267b$1@news.povray.org>
Le 18-02-15 à 14:26, Mike Horvath a écrit :
> Here's my latest town render. You can see the pixelation in the 
> reflections. I haven't been able to get rid of it using more focal blur 
> and anti-aliasing. I will keep trying.
> 
> 
> Mike

It don't look like pixelisation but rather like some noise.
The possibilities to get rid if it are, in my biew :
1) Use +r4 +am2
2) increase the sample count of your camera's focal blur.

Increasing the maximum recursion level works great when using 
reflection{roughness Something}. Most of the time, it have only a 
negligeable effect on the rendering speed, but cause antialiasing to 
work harder in those noisy areas. You also may want to reduce the aa 
threshold from the default of 0.3 to something like 0.1 to 0.05.


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From: Mike Horvath
Subject: Re: Blurred reflection comparison
Date: 16 Feb 2018 21:48:54
Message: <5a879816$1@news.povray.org>
On 2/15/2018 7:32 PM, Alain wrote:
> Le 18-02-15 à 14:26, Mike Horvath a écrit :
>> Here's my latest town render. You can see the pixelation in the 
>> reflections. I haven't been able to get rid of it using more focal 
>> blur and anti-aliasing. I will keep trying.
>>
>>
>> Mike
> 
> It don't look like pixelisation but rather like some noise.
> The possibilities to get rid if it are, in my biew :
> 1) Use +r4 +am2
> 2) increase the sample count of your camera's focal blur.
> 
> Increasing the maximum recursion level works great when using 
> reflection{roughness Something}. Most of the time, it have only a 
> negligeable effect on the rendering speed, but cause antialiasing to 
> work harder in those noisy areas. You also may want to reduce the aa 
> threshold from the default of 0.3 to something like 0.1 to 0.05.

That worked well on my smaller scene. I tried on my larger scene too, 
but it was taking a long long time to render. I will keep trying.


Mike


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From: Kenneth
Subject: Re: Blurred reflection comparison
Date: 16 Feb 2018 23:10:00
Message: <web.5a87aa411a4227fa47873e10@news.povray.org>
Mike Horvath <mik### [at] gmailcom> wrote:

>
> // this method is faster, but requires a focal blur and/or extra
> antialiasing
> #declare BlurAmount = 0.1;
> #macro BlurredReflectionRegularNormals(InPigment, InFinish, InNormal)
> // texture
> // {
>   pigment { InPigment }
>   finish { InFinish }
>   normal { InNormal }
>   normal {bumps BlurAmount scale 0.001}
> // }

I didn't know that multiple normal statements would actually 'combine'; I
thought the 2nd would completely override the 1st or cause an error (like trying
to use multiple pigment or finish blocks.) Interesting if true! I need to check
this out.


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From: Mike Horvath
Subject: Re: Blurred reflection comparison
Date: 17 Feb 2018 00:03:31
Message: <5a87b7a3$1@news.povray.org>
On 2/16/2018 11:08 PM, Kenneth wrote:
> I didn't know that multiple normal statements would actually 'combine'; I
> thought the 2nd would completely override the 1st or cause an error (like trying
> to use multiple pigment or finish blocks.) Interesting if true! I need to check
> this out.
> 
> 
> 
> 
> 

I'm not really sure, but the effect might be the same as using a normal 
map and averaging the two normals. Or not.


Mike


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From: Kenneth
Subject: Re: Blurred reflection comparison
Date: 17 Feb 2018 01:40:01
Message: <web.5a87cd7b1a4227fa47873e10@news.povray.org>
Mike Horvath <mik### [at] gmailcom> wrote:
>
> I'm not really sure, but the effect might be the same as using a normal
> map and averaging the two normals. Or not.
>

Yeah, I just re-checked the documentation; you're right, there *can* be more
than one normal statement. (I obviously haven't taken a look there in awhile,
ha.) I probably never thought about it because of the 'caveat' that's mentioned,
about unpredictable behavior.

This is one of those situations that kind of bugs me: a texture can have more
than one of a *certain* kind of entry-- like normals-- but not another kind of
entry (like pigments). I know there are behind-the-scenes technical reasons for
this disparity-- but from a user standpoint, it does seem arbitrary. It's hard
to keep these 'special rules' (my phrase) in my head at all times :-/


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From: clipka
Subject: Re: Blurred reflection comparison
Date: 17 Feb 2018 12:07:47
Message: <5a886163$1@news.povray.org>
Am 17.02.2018 um 06:03 schrieb Mike Horvath:
> On 2/16/2018 11:08 PM, Kenneth wrote:
>> I didn't know that multiple normal statements would actually 'combine'; I
>> thought the 2nd would completely override the 1st or cause an error
>> (like trying
>> to use multiple pigment or finish blocks.) Interesting if true! I need
>> to check
>> this out.
> 
> I'm not really sure, but the effect might be the same as using a normal
> map and averaging the two normals. Or not.

The latter, actually.


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From: Mike Horvath
Subject: Re: Blurred reflection comparison
Date: 17 Feb 2018 15:28:25
Message: <5a889069@news.povray.org>
I posted five images to Flickr showing my experiments with blurred 
reflections.

https://www.eurobricks.com/forum/index.php?/forums/topic/159291-pov-ray-surface-realism/

I asked on Eurobricks which is the most realistic image? I will also ask 
here. Which do you think look the most like real LEGO bricks?


Mike


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From: dick balaska
Subject: Re: Blurred reflection comparison
Date: 17 Feb 2018 16:01:26
Message: <5a889826$1@news.povray.org>
On 02/17/2018 03:28 PM, Mike Horvath wrote:
> I posted five images to Flickr showing my experiments with blurred 
> reflections.
> 
>
https://www.eurobricks.com/forum/index.php?/forums/topic/159291-pov-ray-surface-realism/

> 
> 
> I asked on Eurobricks which is the most realistic image? I will also ask 
> here. Which do you think look the most like real LEGO bricks?
> 
> 
> Mike

I like #1 and #2. In all cases, the black road is way too reflective for 
lego (although I like black reflective on principle).  Unless Lego has 
changed a lot since I was a kid.

-- 
dik
Rendered 920576 of 921600 pixels (99%)


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From: Mike Horvath
Subject: Re: Blurred reflection comparison
Date: 17 Feb 2018 18:24:41
Message: <5a88b9b9$1@news.povray.org>
On 2/17/2018 4:01 PM, dick balaska wrote:
> On 02/17/2018 03:28 PM, Mike Horvath wrote:
>> I posted five images to Flickr showing my experiments with blurred 
>> reflections.
>>
>>
https://www.eurobricks.com/forum/index.php?/forums/topic/159291-pov-ray-surface-realism/

>>
>>
>> I asked on Eurobricks which is the most realistic image? I will also 
>> ask here. Which do you think look the most like real LEGO bricks?
>>
>>
>> Mike
> 
> I like #1 and #2. In all cases, the black road is way too reflective for 
> lego (although I like black reflective on principle).  Unless Lego has 
> changed a lot since I was a kid.
> 

All my bricks are so old and scarred I can't really come to a conclusion 
on my own. For instance, holding a brick so it reflects light from my 
lamp, I can make out the bulb pretty clearly as well as the lamp shade. 
But other nearby objects are barely visible. I don't know if brand new 
bricks would reflect more.


Mike


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From: And
Subject: Re: Blurred reflection comparison
Date: 18 Feb 2018 06:25:01
Message: <web.5a8962621a4227fab244fcf0@news.povray.org>
Mike Horvath <mik### [at] gmailcom> wrote:
> On 2/17/2018 4:01 PM, dick balaska wrote:
> > On 02/17/2018 03:28 PM, Mike Horvath wrote:
> >> I posted five images to Flickr showing my experiments with blurred
> >> reflections.
> >>
> >>
https://www.eurobricks.com/forum/index.php?/forums/topic/159291-pov-ray-surface-realism/
> >>
> >>
> >> I asked on Eurobricks which is the most realistic image? I will also
> >> ask here. Which do you think look the most like real LEGO bricks?
> >>
> >>
> >> Mike
> >
> > I like #1 and #2. In all cases, the black road is way too reflective for
> > lego (although I like black reflective on principle).  Unless Lego has
> > changed a lot since I was a kid.
> >
>
> All my bricks are so old and scarred I can't really come to a conclusion
> on my own. For instance, holding a brick so it reflects light from my
> lamp, I can make out the bulb pretty clearly as well as the lamp shade.
> But other nearby objects are barely visible. I don't know if brand new
> bricks would reflect more.
>
>
> Mike

Hi,

I have another observation for some blur reflection material, some surface is
more blur when you look it perpendicular. Just like variance reflection(aoi
pattern reflection amplitude), the blur has its aoi pattern.

But I don't know this is suitable for lego.


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