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_Light_Beam_ <s.f### [at] tiscali fr> wrote:
> Is there a way to do fast (to render...) and smooth (to the eyes...) blurred
> reflection using average normal or other method ?
No.
I don't know of any technique in any rendering system which would give
a perfect result very fast.
An alternative method for calculating reflections is using reflection
maps. The reflection map can be depth-blurred, which results in a
blurred reflection effect when used in a reflection. This is very fast
(it can be done in real-time). The problem with reflection maps is that
they don't give geometrically correct reflections for objects which are
close to the reflection object (reflection maps work like the rest of the
scene was very far away from the reflecting object).
In raytracing you can get geometrically accurate reflections, but
then you need to supersample (ie. shoot many rays) to approximate
blurred reflection.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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