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Thank-you very much Mike! This is in the direction I am aiming, although
the backgrounds end up looking sort of speckled when viewed through
objects. Not perfect, but closer. I was thinking the next step might be
to iteratively average a bunch of textures on the "inner" sphere (same
technique for making blurred reflections) with different normals.
Again, thanks!
-Brook
Mike Williams <nos### [at] econym demon co uk> wrote:
> Wasn't it Brook who wrote:
>
> >I am trying to render some translucent objects
>
> You might try using mirconormals. If you're not using specular
> highlights, you can just use something like
> normal {granite 0.4 scale 0.000001}
>
> For shiny objects, however, that also breaks up the highlights and makes
> it obvious that the effect is happening on the surface, rather than in
> the interior of the object. To fix that, you can add a second, slightly
> scaled, copy of the shape that is entirely invisible apart from a smooth
> specular highlight. (I couldn't manage to get the effect to work using
> layered textures.)
>
> Antialiassing is required for the effect to look anything like
> convincing.
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