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"MichaelJF" <mi-### [at] t-onlinede> wrote:
> Yes indeed, that one of the wonderful things about raytracing, one learns every
day
> 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> ]
>
>
> }
> }
This simulates an 3x3 Gaussian filter. Sorry for this posting in two parts, but
I was rejected by the server now four times in a row.
Best regards,
Michael
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