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I might be out of the subject, but it seems to me that Jaime Piqueres
did similar effects using micro-normals. You can have a look at:
http://www.ignorancia.org/t_experiments.php
JC
Tim Nikias v2.0 wrote:
> Hi all!
>
> I'm not sure if this has already been discussed and
> what came of, nontheless, I've thought about
> blurred reflections somewhat, and this is what
> I've come up with:
>
> A new keyword placed in the finish statement
> would activate it, much like blur_samples
> activates focal blur in the camera.
> To control it, two values would be needed: one,
> to control how great the difference from actual
> reflection angle is allowed (either in degrees,
> like 90 for hemispheric blurring, or in percentage,
> where 100 would be spherical and 50 hemispherical),
> and then a distribution value, to weigh the blurred
> reflections towards the original reflection direction.
>
> Still, I'm not sure if spherical is actually needed, and if
> hemispherical would be enough. In the latter case,
> the radiosity distribution might be used, and a value would
> weigh the different samples different in accordance to
> the discrepancy to the original reflection-direction.
>
> The advantage of this would be that everything is done
> as always, with the modification that not one reflection
> ray is shot, but perhaps maybe 30 or 40. This would
> get exponential when used on all surfaces, but thats
> what always happens with raytracing, right? :-)
>
> I've been wondering about this ever since using
> blurred reflection via averaging textures. That
> method doesn't supply enough control over the
> reflection scattering and may yield in different
> regions of good vs bad blurring, e.g. when
> the normals averaged are too similiar to actually
> scatter the reflections enough.
>
> Sadly, I'm not much into POV-Code, so someone
> else might have to do this...
>
> As a side-note, why hasn't blurred reflections been
> implemented in the official POV? Just curious...
>
> Regards,
> Tim
>
>
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