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I still don't understand how I'm supposed to achieve the blurred
reflections possible in UberPOV by just using a little focal blur.
Compare the two attached images - especially the reflections in the
circled parts.
Mike
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Attachments:
Download 'building_007_firecompany_reflection_01.jpg' (197 KB)
Download 'building_007_firecompany_reflection_02.jpg' (200 KB)
Preview of image 'building_007_firecompany_reflection_01.jpg'
Preview of image 'building_007_firecompany_reflection_02.jpg'
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Am 12.02.2018 um 14:08 schrieb Mike Horvath:
> I still don't understand how I'm supposed to achieve the blurred
> reflections possible in UberPOV by just using a little focal blur.
> Compare the two attached images - especially the reflections in the
> circled parts.
Focal blur is just part of the equation.
You need:
(1) A way to randomize the reflection. A `normal` statement with a very
small scale does nicely.
(2) A way to force POV-Ray to shoot a high number of rays per pixel
where the randomized reflection is. A small bit of focal blur (with high
quality settings) does nicely.
Together this gives you nice blurred reflections at a (hopefully)
reasonable speed.
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On 2/12/2018 1:21 PM, clipka wrote:
> Am 12.02.2018 um 14:08 schrieb Mike Horvath:
>> I still don't understand how I'm supposed to achieve the blurred
>> reflections possible in UberPOV by just using a little focal blur.
>> Compare the two attached images - especially the reflections in the
>> circled parts.
>
> Focal blur is just part of the equation.
>
> You need:
>
> (1) A way to randomize the reflection. A `normal` statement with a very
> small scale does nicely.
>
> (2) A way to force POV-Ray to shoot a high number of rays per pixel
> where the randomized reflection is. A small bit of focal blur (with high
> quality settings) does nicely.
>
> Together this gives you nice blurred reflections at a (hopefully)
> reasonable speed.
>
Is this random normal good?
#declare BlurAmount = 0.2*2; // Amount of blurring, double BlurAmount
since it's used in an average
#macro BlurredReflectionRandNormals(InPigment, InFinish, InNormal)
// texture
// {
#declare S = seed(0);
pigment { InPigment }
finish { InFinish }
normal
{
average
normal_map
{
[1 bumps BlurAmount translate <rand(S),rand(S),rand(S)>*100 scale 0.001]
[1 InNormal]
}
}
// }
#end
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Am 12.02.2018 um 22:27 schrieb Mike Horvath:
>> You need:
>>
>> (1) A way to randomize the reflection. A `normal` statement with a very
>> small scale does nicely.
>>
>> (2) A way to force POV-Ray to shoot a high number of rays per pixel
>> where the randomized reflection is. A small bit of focal blur (with high
>> quality settings) does nicely.
>>
>> Together this gives you nice blurred reflections at a (hopefully)
>> reasonable speed.
>>
>
> Is this random normal good?
It should do the job. Note that since you're only using one copy of the
bumps normal, there's no need to translate the texture by a random amount.
Also, I'm not sure whether the average normal_map construct will give
you the desired result, or whether you should instead use a sequence of
`normal` statements. See tutorial section 2.3.5.2.2, "Blending Normals".
Post a reply to this message
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On 2/12/2018 5:05 PM, clipka wrote:
> Am 12.02.2018 um 22:27 schrieb Mike Horvath:
>
>>> You need:
>>>
>>> (1) A way to randomize the reflection. A `normal` statement with a very
>>> small scale does nicely.
>>>
>>> (2) A way to force POV-Ray to shoot a high number of rays per pixel
>>> where the randomized reflection is. A small bit of focal blur (with high
>>> quality settings) does nicely.
>>>
>>> Together this gives you nice blurred reflections at a (hopefully)
>>> reasonable speed.
>>>
>>
>> Is this random normal good?
>
> It should do the job. Note that since you're only using one copy of the
> bumps normal, there's no need to translate the texture by a random amount.
>
> Also, I'm not sure whether the average normal_map construct will give
> you the desired result, or whether you should instead use a sequence of
> `normal` statements. See tutorial section 2.3.5.2.2, "Blending Normals".
>
Very nice, thank you.
Mike
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On 2/12/2018 5:05 PM, clipka wrote:
> Am 12.02.2018 um 22:27 schrieb Mike Horvath:
>
>>> You need:
>>>
>>> (1) A way to randomize the reflection. A `normal` statement with a very
>>> small scale does nicely.
>>>
>>> (2) A way to force POV-Ray to shoot a high number of rays per pixel
>>> where the randomized reflection is. A small bit of focal blur (with high
>>> quality settings) does nicely.
>>>
>>> Together this gives you nice blurred reflections at a (hopefully)
>>> reasonable speed.
>>>
>>
>> Is this random normal good?
>
> It should do the job. Note that since you're only using one copy of the
> bumps normal, there's no need to translate the texture by a random amount.
>
> Also, I'm not sure whether the average normal_map construct will give
> you the desired result, or whether you should instead use a sequence of
> `normal` statements. See tutorial section 2.3.5.2.2, "Blending Normals".
>
How do I control the amount of blurring? In my scene the textures are
maybe a little too blurred.
Mike
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Am 13.02.2018 um 06:12 schrieb Mike Horvath:
> How do I control the amount of blurring? In my scene the textures are
> maybe a little too blurred.
Reducing `BlurAmount` in your code should reduce the blurriness of the
reflections.
Reducing the camera's `aperture` setting should reduce any overall
blurriness of the image.
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Le 18-02-12 à 16:27, Mike Horvath a écrit :
> On 2/12/2018 1:21 PM, clipka wrote:
>> Am 12.02.2018 um 14:08 schrieb Mike Horvath:
>>> I still don't understand how I'm supposed to achieve the blurred
>>> reflections possible in UberPOV by just using a little focal blur.
>>> Compare the two attached images - especially the reflections in the
>>> circled parts.
>>
>> Focal blur is just part of the equation.
>>
>> You need:
>>
>> (1) A way to randomize the reflection. A `normal` statement with a very
>> small scale does nicely.
>>
>> (2) A way to force POV-Ray to shoot a high number of rays per pixel
>> where the randomized reflection is. A small bit of focal blur (with high
>> quality settings) does nicely.
>>
>> Together this gives you nice blurred reflections at a (hopefully)
>> reasonable speed.
>>
>
> Is this random normal good?
>
>
>
>
> #declare BlurAmount = 0.2*2; // Amount of blurring, double BlurAmount
> since it's used in an average
> #macro BlurredReflectionRandNormals(InPigment, InFinish, InNormal)
> // texture
> // {
> #declare S = seed(0);
> pigment { InPigment }
> finish { InFinish }
> normal
> {
> average
> normal_map
> {
> [1 bumps BlurAmount translate
> <rand(S),rand(S),rand(S)>*100 scale 0.001]
> [1 InNormal]
> }
> }
> // }
> #end
It's good in the sense that it will not cause any error.
BUT.. At parse time, it will compute the average between the two normals
into a single one that will get used. This result in only a single
reflected ray been taken into count.
I did try averaging many normals and it always give a sharp reflection.
To use the averaged normals blurred reflection, you need to average
whole textures.
Move the seed before the average.
Enclose the texture in a loop construct.
Place that loop within your average.
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On 2/13/2018 1:56 AM, clipka wrote:
> Am 13.02.2018 um 06:12 schrieb Mike Horvath:
>
>> How do I control the amount of blurring? In my scene the textures are
>> maybe a little too blurred.
>
> Reducing `BlurAmount` in your code should reduce the blurriness of the
> reflections.
>
> Reducing the camera's `aperture` setting should reduce any overall
> blurriness of the image.
>
This is my latest macro. I used a sequential list of normals instead of
averaging them. It looks okay.
Mike
// 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}
// }
#end
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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
Post a reply to this message
Attachments:
Download 'wrapper_townview_10.jpg' (1057 KB)
Preview of image 'wrapper_townview_10.jpg'
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