POV-Ray : Newsgroups : povray.advanced-users : Blurred refractions? Server Time
29 Jul 2024 10:29:11 EDT (-0400)
  Blurred refractions? (Message 1 to 5 of 5)  
From: Tim Nikias
Subject: Blurred refractions?
Date: 13 Aug 2002 14:32:19
Message: <3d5950b3@news.povray.org>
I know how to create blurred-reflections by averaging
a texture which has same pigment/finish, but randomly
different normals to get more "samples" for the normal-
based-reflection.

Now, is there a possibility to do so with refractions as well?
Aside from giving the surface a normal I mean.


---
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


Post a reply to this message

From: Rune
Subject: Re: Blurred refractions?
Date: 13 Aug 2002 15:59:44
Message: <3d596530@news.povray.org>
Tim Nikias wrote:
> I know how to create blurred-reflections by
> averaging a texture which has same pigment/finish

> Now, is there a possibility to do so with
> refractions as well?
> Aside from giving the surface a normal I mean.

What's wrong with giving the surface a normal to get blurred
refractions?

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


Post a reply to this message

From: Tim Nikias
Subject: Re: Blurred refractions?
Date: 14 Aug 2002 00:42:28
Message: <3d59dfb4@news.povray.org>
> What's wrong with giving the surface a normal to get blurred
> refractions?

The specular highlights and reflections will get blurred as well,
don't they?

I want just blurred refractions, but with the possibility for
"normal" reflection...

---
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


Post a reply to this message

From: Rafal 'Raf256' Maj
Subject: Re: Blurred refractions?
Date: 14 Aug 2002 01:31:30
Message: <Xns926A4BE8FCC96raf256com@204.213.191.226>
"Tim Nikias" <tim### [at] gmxde> wrote in news:3d59dfb4@news.povray.org

> I want just blurred refractions, but with the possibility for
> "normal" reflection...

this is not too photorealistic, but maybe use layer textures ? one without 
blur for reflection and second with no reflecion, with normal - fo 
refraction

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


Post a reply to this message

From: Tim Nikias
Subject: Re: Blurred refractions?
Date: 14 Aug 2002 04:42:00
Message: <3d5a17d8$1@news.povray.org>
Hmm... Why didn't I think of that? I'll try it. Thanks

---
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde

"Rafal 'Raf256' Maj" <raf### [at] raf256com> schrieb im Newsbeitrag
news:Xns### [at] 204213191226...
> "Tim Nikias" <tim### [at] gmxde> wrote in news:3d59dfb4@news.povray.org
>
> > I want just blurred refractions, but with the possibility for
> > "normal" reflection...
>
> this is not too photorealistic, but maybe use layer textures ? one without
> blur for reflection and second with no reflecion, with normal - fo
> refraction
>
> --
> #macro
g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
> pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local
l=mod(c,100
> );g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end
light_source{
> y 2}sphere{z*20
9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


Post a reply to this message

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