|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I have successfully implemented my reflectivity patch, the syntax is:
//new pattern: solid FLOAT, where FLOAT is the value of the pattern
reflectivity {AMOUNT//this goes under finish
multiplicative {PATTERN} //A pattern is used to define the amount
additive {PATTERN}
subractive {PATTERN}//Not yet implemented, but next in line
dodge, burn, darken, lighten, etc.
pigment {}//an optional pigment, if present, this is used for
reflectivity calculations
}
I will attempt to integrate blurred and angle-dependant reflections next
after subtractive.
One problem is that I don't know how to calulate the other effects, but
that is only a small problem because those will mostly be useful in my
transparency patch, with layered textures.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
>One problem is that I don't know how to calulate the other effects.
I've been thinking about the idea of blurred reflection recently, I've got a
few sketchy ideas:
When a ray hits a reflective object, you send out a number of rays, in-stead
of just one. The number of rays would be user-specified and they would be
shot within a (user) specified angle of the ray which would normally be
shot. The results would then be averaged together.
The directions of the rays should be determined algorithmically (possibly
with the option of jitter) to allow for animation.
I could probably psuedo code the whole thing if someone really wants, but I
probably couldn't provide working C code (so what am I doing hanging around
p.p you ask?)
P.S. I know that determining the directions for the rays almost amounts to
the 'placing points evenly around a sphere' problem discussed in p.a-u, but
it need not be _that_ complex, since the rays need not be _that_ evenly
spaced.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
That is what the WyzPov patch does. BTW, I have added the WyzPov patch
to mine, so my reflectivity patch is now capable of blurred and
angle-dependant reflection. I had to temporarily remove the other parts,
but I have interior_reflection back in and am working on the others. I
also made a neat infinity box with one-way mirrors produced with my
patch.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Mike Paul has already done blurred reflections (also variable and metallic
reflections, all included in the Superpatch)
Margus
"Edward C." wrote:
>
> >One problem is that I don't know how to calulate the other effects.
>
> I've been thinking about the idea of blurred reflection recently, I've got a
> few sketchy ideas:
> When a ray hits a reflective object, you send out a number of rays, in-stead
> of just one. The number of rays would be user-specified and they would be
> shot within a (user) specified angle of the ray which would normally be
> shot. The results would then be averaged together.
> The directions of the rays should be determined algorithmically (possibly
> with the option of jitter) to allow for animation.
> I could probably psuedo code the whole thing if someone really wants, but I
> probably couldn't provide working C code (so what am I doing hanging around
> p.p you ask?)
> P.S. I know that determining the directions for the rays almost amounts to
> the 'placing points evenly around a sphere' problem discussed in p.a-u, but
> it need not be _that_ complex, since the rays need not be _that_ evenly
> spaced.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|