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I've experimented a little around making blurry reflection on mesh, mesh2 and
patches.
This one works well:
//######################################
#declare Rd=seed(12352345);// use this line only once, at the beginning of your
scene
interior{ior 1.1}
texture {
average texture_map {
#local eN=1;#while (eN<32)
[1
pigment {color rgb 0}
finish{
reflection {0,10 fresnel on}
ambient 0 diffuse 1}
normal {spotted 1 scale eN/100*rand(Rd)*.1
}
]
#local eN=eN+1;#end
}
}
//######################################
Rendered with beta 3.7
For sure, its not necessary to use fresnel - up to you.
Holger
Ps.: Remember to make a nice environment, _this_ is the good looking
"something". To round it up, take a black background-plane, using the
"screen.inc" file.
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Attachments:
Download 'bot-tom2.jpg' (55 KB)
Preview of image 'bot-tom2.jpg'
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>H. Karsten on date 04/04/2010 07:29 wrote:
> I've experimented a little around making blurry reflection on mesh, mesh2 and
> patches.
> This one works well:
>
> //######################################
>
> #declare Rd=seed(12352345);// use this line only once, at the beginning of your
> scene
>
> interior{ior 1.1}
>
> texture {
>
> average texture_map {
>
> #local eN=1;#while (eN<32)
>
> [1
>
> pigment {color rgb 0}
>
> finish{
>
> reflection {0,10 fresnel on}
>
> ambient 0 diffuse 1}
>
> normal {spotted 1 scale eN/100*rand(Rd)*.1
>
> }
>
> ]
>
> #local eN=eN+1;#end
>
> }
>
> }
>
> //######################################
>
>
>
> Rendered with beta 3.7
>
>
> For sure, its not necessary to use fresnel - up to you.
>
>
> Holger
>
>
>
> Ps.: Remember to make a nice environment, _this_ is the good looking
> "something". To round it up, take a black background-plane, using the
> "screen.inc" file.
>
A _very_ nice look.
;-)
Paolo
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"H. Karsten" <h-karsten()web.de> wrote:
Your code is quite ingenious, especially
normal {spotted 1 scale eN/100*rand(Rd)*.1
for changing the scale of the normal. I definitely want to play around with this
general idea. My 'post-process motion-blur' animation code is very similar to
your overall #while-loop/averaging set-up (using pre-rendered images to average
together) but it never occurred to me to use such a scheme with normals. Thanks
for posting it.
Ken
Post a reply to this message
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On 04/06/2010 08:23 PM, Kenneth wrote:
> for changing the scale of the normal. I definitely want to play around with this
> general idea. My 'post-process motion-blur' animation code is very similar to
> your overall #while-loop/averaging set-up (using pre-rendered images to average
> together) but it never occurred to me to use such a scheme with normals. Thanks
> for posting it.
Well, achieving blurred reflections with averaged normals is a quite
old trick, eg. described here:
http://wiki.povray.org/content/Knowledgebase:Language_Questions_and_Tips#Topic_13
IIRC the trick was originally discovered by Ron Parker.
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Warp <war### [at] tagpovrayorg> wrote:
> Well, achieving blurred reflections with averaged normals is a quite
> old trick, eg. described here:
>
> http://wiki.povray.org/content/Knowledgebase:Language_Questions_and_Tips#Topic_13
VERY helpful and informative (and in POV-Ray's own Wiki--duh!) Thanks for the
link.
Ken
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Hi
having strange effects with the DOF:
angle cam_angle
aperture .5
blur_samples 256
focal_point <-16.043,61.816,-40.952>
confidence 0.99999999999
variance 1/99999999999
}
I realy try to make a goof quality DOF here but now the blur in the back have
some "rectangle" shape.
Does anyone have an idea for that to fix?
Holger
Post a reply to this message
Attachments:
Download 'bot-tom.jpg' (67 KB)
Preview of image 'bot-tom.jpg'
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"H. Karsten" <h-karsten()web.de> wrote:
> Hi
>
> having strange effects with the DOF:
....
> I realy try to make a goof quality DOF here but now the blur in the back have
> some "rectangle" shape.
Is the background an image_map, or is it real POV-Ray geometry? If an image_map,
then the problem *could* be with how DOF works with the pixels in an image.
I.e., the pixels don't have 'infinite detail' like real geometry would have.
Just a guess, though.
Ken
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