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From: m1j
Subject: blurred
Date: 13 Jun 2005 11:05:02
Message: <web.42ada085b57cca62b4e50870@news.povray.org>
Just playing with blurred reflections from some of the code found online.


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From: s day
Subject: Re: blurred
Date: 13 Jun 2005 18:35:00
Message: <web.42ae0971a8c921ff59cd4fba0@news.povray.org>
"m1j" <mik### [at] hotmailcom> wrote:
> Just playing with blurred reflections from some of the code found online.

Nice picture, excellent lighting it looks very realistic. I assume blurred
reflections are mega pov only or can they be done with normal POV?

Sean


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From: m1j
Subject: Re: blurred
Date: 13 Jun 2005 20:30:00
Message: <web.42ae241ba8c921ff9dce7a310@news.povray.org>
"s.day" <s.d### [at] uelacuk> wrote:
> "m1j" <mik### [at] hotmailcom> wrote:
> > Just playing with blurred reflections from some of the code found online.
>
> Nice picture, excellent lighting it looks very realistic. I assume blurred
> reflections are mega pov only or can they be done with normal POV?
>
> Sean

Well the first attempts I did where using povman with a combination of
shaders I wrote and code I found online. This image was done using SDL code
I here in the forums.

#macro BTEX(BlurAmount,BlurSamples,ObjectPigment,ObjectFinish )
texture {
   average texture_map
    { #declare Ind = 0;
      #declare S = seed(0);
      #while(Ind < BlurSamples)
        [1 // The pigment of the object:
           pigment { ObjectPigment }
           // The surface finish:
           finish { ObjectFinish }
           // This is the actual trick:
           normal
           { bumps BlurAmount
             translate <rand(S),rand(S),rand(S)>*10
             scale 1000
           }
        ]
        #declare Ind = Ind+1;
      #end
    }
}
#end

Credit goes to the very smart person that wrote this code but I can not
remember names very well.

I have not tried the megapov blur yet.

The povman shader gives more control but is slower. With it I was able to
fade the reflection off based on distance from the object. Not sure yet how
to do that with any other version of povray. Will keep playing.


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From: m1j
Subject: Re: blurred
Date: 13 Jun 2005 20:50:00
Message: <web.42ae28aaa8c921ff9dce7a310@news.povray.org>
"m1j" <mik### [at] hotmailcom> wrote:
> "s.day" <s.d### [at] uelacuk> wrote:
> > "m1j" <mik### [at] hotmailcom> wrote:
> > > Just playing with blurred reflections from some of the code found online.
> >
> > Nice picture, excellent lighting it looks very realistic. I assume blurred
> > reflections are mega pov only or can they be done with normal POV?
> >
> > Sean
>
> Well the first attempts I did where using povman with a combination of
> shaders I wrote and code I found online. This image was done using SDL code
> I here in the forums.
>
> #macro BTEX(BlurAmount,BlurSamples,ObjectPigment,ObjectFinish )
> texture {
>    average texture_map
>     { #declare Ind = 0;
>       #declare S = seed(0);
>       #while(Ind < BlurSamples)
>         [1 // The pigment of the object:
>            pigment { ObjectPigment }
>            // The surface finish:
>            finish { ObjectFinish }
>            // This is the actual trick:
>            normal
>            { bumps BlurAmount
>              translate <rand(S),rand(S),rand(S)>*10
>              scale 1000
>            }
>         ]
>         #declare Ind = Ind+1;
>       #end
>     }
> }
> #end
>
> Credit goes to the very smart person that wrote this code but I can not
> remember names very well.
>
> I have not tried the megapov blur yet.
>
> The povman shader gives more control but is slower. With it I was able to
> fade the reflection off based on distance from the object. Not sure yet how
> to do that with any other version of povray. Will keep playing.

http://tag.povray.org/povQandT/languageQandT.html#blurredreflection
Found my reference!


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From: Sebastian H 
Subject: Re: blurred
Date: 14 Jun 2005 04:29:39
Message: <42ae9573$1@news.povray.org>
m1j wrote:
> Just playing with blurred reflections from some of the code found online.
> 
> 
> ------------------------------------------------------------------------
> 

Nice Ground.

Sebastian


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From: Marneus Calgar
Subject: Re: blurred
Date: 14 Jun 2005 04:34:13
Message: <42ae9685$1@news.povray.org>

> Just playing with blurred reflections from some of the code found online.
> 
> 
> ------------------------------------------------------------------------
> 

I love it ! It's my new wallpaper !

-- 
Dark Skull Software
http://www.darkskull.net

A+


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From: s day
Subject: Re: blurred
Date: 14 Jun 2005 08:40:00
Message: <web.42aecfd4a8c921ff59cd4fba0@news.povray.org>
"m1j" <mik### [at] hotmailcom> wrote:
> "s.day" <s.d### [at] uelacuk> wrote:
> > "m1j" <mik### [at] hotmailcom> wrote:
> > > Just playing with blurred reflections from some of the code found online.
> >
> > Nice picture, excellent lighting it looks very realistic. I assume blurred
> > reflections are mega pov only or can they be done with normal POV?
> >
> > Sean
>
> Well the first attempts I did where using povman with a combination of
> shaders I wrote and code I found online. This image was done using SDL code
> I here in the forums.
>
> #macro BTEX(BlurAmount,BlurSamples,ObjectPigment,ObjectFinish )
> texture {
>    average texture_map
>     { #declare Ind = 0;
>       #declare S = seed(0);
>       #while(Ind < BlurSamples)
>         [1 // The pigment of the object:
>            pigment { ObjectPigment }
>            // The surface finish:
>            finish { ObjectFinish }
>            // This is the actual trick:
>            normal
>            { bumps BlurAmount
>              translate <rand(S),rand(S),rand(S)>*10
>              scale 1000
>            }
>         ]
>         #declare Ind = Ind+1;
>       #end
>     }
> }
> #end
>
> Credit goes to the very smart person that wrote this code but I can not
> remember names very well.
>
> I have not tried the megapov blur yet.
>
> The povman shader gives more control but is slower. With it I was able to
> fade the reflection off based on distance from the object. Not sure yet how
> to do that with any other version of povray. Will keep playing.


A very clever macro, I wouldn't have thought of using average for something
like that. Thanks for the povman prompt as well, I hadn't even realised it
existed. Looks very interesting..

Sean


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From: m1j
Subject: Re: blurred
Date: 14 Jun 2005 09:45:00
Message: <web.42aedecea8c921ffccf67d800@news.povray.org>
Marneus Calgar <nos### [at] pleasecom> wrote:

> > Just playing with blurred reflections from some of the code found online.
> >
> >
> > ------------------------------------------------------------------------
> >
>
> I love it ! It's my new wallpaper !
>
> --
> Dark Skull Software
> http://www.darkskull.net
>
> A+

Now this is just about the best compliment I could get. Thanks!


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From: Orchid XP v2
Subject: Re: blurred
Date: 14 Jun 2005 14:25:37
Message: <42af2121$1@news.povray.org>
Very nice lighting. The floor is great too...

It's really *not* gonna be long before computers running freeware 
software can produce images that are almost utterly indestinguishable 
from reality. ;-)


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From: m1j
Subject: Re: blurred
Date: 14 Jun 2005 20:20:01
Message: <web.42af7427a8c921ff9dce7a310@news.povray.org>
"m1j" <mik### [at] hotmailcom> wrote:
> Just playing with blurred reflections from some of the code found online.

Here is an update. I soften the floor by using a 16bit png.
The sphere on the left is the pov sdl average while the right is the shader.
I miss spoke before in that the shader method does not yet control the
trace depth. PovMAN does not have the gather function added.


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Attachments:
Download 'surface.jpg' (100 KB)

Preview of image 'surface.jpg'
surface.jpg


 

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