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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>
> Wow! ...that's a clock? :O
Yes indeed, that one of the wonderful things about raytracing, one learns every
a litte bit more.
>
> Yes, my repair_seams method was a quick hack... indeed what you
> suggest could deliver a more accurate result, if I'm understanding
> correctly.
I tried the following with good results:
#declare t_output_image=
texture{t_base_image translate bake_padding*x}
texture{t_base_image translate -bake_padding*x}
texture{t_base_image translate bake_padding*y}
texture{t_base_image translate -bake_padding*y}
texture{t_base_image}
#declare Pixel=1/image_width;
#declare t_blur_image = texture {
average
texture_map {
[ 1 t_output_image translate <-Pixel,-Pixel,0> ]
[ 2 t_output_image translate <0,-Pixel,0> ]
[ 1 t_output_image translate <Pixel,-Pixel,0> ]
[ 2 t_output_image translate <-Pixel,0,0> ]
[ 4 t_output_image ]
[ 2 t_output_image translate <Pixel,0,0> ]
[ 1 t_output_image translate <-Pixel,Pixel,0> ]
[ 2 t_output_image translate <0,Pixel,0> ]
[ 1 t_output_image translate <Pixel,Pixel,0> ]
}
}
>
> > The next idea is due to the fact that the occlusion maps are used as
> > pigment_patterns. Can there be a gain expected using hdri-images in
> > place of the png?
>
> For texture baking, I don't think they would make much of a
> difference, but having a wider range wouldn't hurt, I suppose.
Yes it was only an idea, may be a higher resolution of the occlusion map will
yield more.
Best regards,
Michael
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