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Hey John
> I've had this problem with both bricks and lettering at a distance.
> I've solved both problems by blurring the texture, using a macro that
> blurs it according to the render resolution, camera angle, and distance.
Would you mind sharing the code? This macro is really useful!
florian
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Tek wrote:
>Very nice modelling, yet somehow it doesn't look very realistic. I suggest using
>a different sky, and changing the lighting, at the moment both those things seem
>quite artificial.
>
>The details in the scene are great.All the concrete posts and signs and road
>markings, exactly the kind of thing that should be there but that are lacking
>from a lot of CG. Very nice work.
>
>--
>Tek
>http://www.evilsuperbrain.com
>
I agree. The buildings are outstanding!
Try using an area light, or radiosity, and create a more detailed texture
for the road--like with lighter-colored areas where cars have worn down the
asphalt.
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Florian Brucker wrote:
>
> Hey John
>
> > I've had this problem with both bricks and lettering at a distance.
> > I've solved both problems by blurring the texture, using a macro that
> > blurs it according to the render resolution, camera angle, and distance.
>
> Would you mind sharing the code? This macro is really useful!
Something like this:
pigment { average
pigment_map {
#local iI=0;#while(iI<Divisions)
#local iJ=0;#while(iJ<Divisions)
[1 myPigment
translate vU*(iI-Divisions/2+1)/Divisions
translate vV*(iJ-Divisions/2+1)/Divisions
]
#local iJ=iJ+1;#end
#local iI=iI+1;#end
}
For this code, myPigment is already defined as your basic pigment.
vU and vV are chosen to lie within the plane of the surface to which
the pigment is to be applied. The magnitude of the vectors should
be equal to the distance from the camera location to the surface,
divided by the image_height and the length of the camera's direction
vector.
Regards,
John
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Hey John!
> Something like this:
>
> [nice piece of code]
Thanks for sharing!
florian
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