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I was trying to create a stand-alone normal for blurred reflections. The sphere
on the left uses an averaged texture, as illustrated in the Knowledgebase. The
sphere on the right uses an averaged normal applied to a base texture.
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#version 3.7;
global_settings
{ assumed_gamma 1
max_trace_level 10
}
camera
{ location <-8, 1.5, -8>
look_at y
angle 30
}
sky_sphere
{ pigment
{ gradient y color_map
{ [0 rgb <0.7, 0.8, 0.9>]
[1 rgb <0.2, 0.3, 0.6>]
}
}
}
light_source
{ <-1, 2, 0> * 1000 rgb 1
parallel point_at 0
}
plane { y, 0 pigment { checker rgb 0.05 rgb 1 } }
#declare t_Brass = texture
{ pigment { rgb <0.80, 0.57, 0.23> }
finish
{ reflection { 0.5 metallic }
diffuse 0.4 ambient 0.05
specular 1 metallic 0.95 roughness 0.015
brilliance 6.75
}
}
#declare S = seed (0);
sphere
{ y, 1
texture
{ average texture_map
{ #declare I = 0;
#while (I < 10)
[1 t_Brass
normal
{ bumps
translate <rand(S), rand(S), rand(S)> * 100
scale 1000
}
]
#declare I = I + 1;
#end
}
}
translate <-1, 0, 1>
}
#declare S = seed (0);
sphere
{ y, 1
texture
{ t_Brass
normal
{ average normal_map
{ #declare I = 0;
#while (I < 10)
[1 bumps
translate <rand(S), rand(S), rand(S)> * 100
scale 1000
]
#declare I = I + 1;
#end
}
}
}
translate <1, 0, -1>
}
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By my understanding of SDL, the two spheres should be identical. Obviously, my
understanding is wrong, but I cannot figure out where the difference is. Why
are the two spheres different?
I am using version 3.7RC3.
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Preview of image 'averagendemo.jpg'
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