POV-Ray : Newsgroups : povray.newusers : Reflection bluring : Re: Reflection bluring Server Time
4 Sep 2024 20:14:33 EDT (-0400)
  Re: Reflection bluring  
From: Tim Nikias
Date: 18 Aug 2002 12:28:41
Message: <3d5fcb39@news.povray.org>
Oops, you're right! Well, I just typed the code
for the post, didn't actually check it...

Thanks.

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
"Christopher James Huff" <chr### [at] maccom> schrieb im Newsbeitrag
news:chr### [at] netplexaussieorg...
> In article <3d5f6ae2@news.povray.org>, "Tim Nikias" <tim### [at] gmxde>
> wrote:
>
> > This should work fine. What it does it average the
> > textures, and since pigment and finish are always the same,
> > those aren't changed, but for every sample POV-Ray
> > calculates a new reflection based on the normal-map,
> > since that one changes for every sample, you get
> > a lot of different reflections, which are averaged.
>
> That will not work. Your code calculates one random vector and uses it
> for every texture sample. All the textures your code averages will be
> identical, it will just make it render slower.
>
> #macro BlurryTexture(Pig, Fin, Norm, BlurSamps, Amt)
>     texture {average
>         texture_map {
>             #local J = 0;
>             #while(J < BlurSamps)
>                 [1 pigment {Pig}
>                     finish {Fin}
>                     normal {Norm
>                         translate <rand(R), rand(R), rand(R)>*Amt
>                     }
>                 ]
>                 #local J = J + 1;
>             #end
>         }
>     }
> #end
>
> --
> Christopher James Huff <cja### [at] earthlinknet>
> http://home.earthlink.net/~cjameshuff/
> POV-Ray TAG: chr### [at] tagpovrayorg
> http://tag.povray.org/


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.