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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