POV-Ray : Newsgroups : povray.binaries.images : blurred : Re: blurred Server Time
5 Nov 2024 18:22:07 EST (-0500)
  Re: blurred  
From: m1j
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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