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--
~Mike
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mra### [at] hotmail com news:41951be9@news.povray.org
Simple, but nice.. :) I think floor could benefit from additional blurred
reflection.
And.. wait a minute, while image reflected in floor dont have depth-of-
field effect on it?
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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Rafal 'Raf256' Maj wrote:
> Simple, but nice.. :) I think floor could benefit from additional blurred
> reflection.
Yah... I didn't give myself time for the blurred reflection, it's just
good ol' plain shiny reflection.
> And.. wait a minute, while image reflected in floor dont have depth-of-
> field effect on it?
This goes back to one of my questions on p.nu, After fiddling with a
pane of glass and a monitor I have concluded that the floor reflection
is correct. Most of the sphere is within the zone of focus, so... This
is why there is no DOF..
--
~Mike
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"Mike Raiford" <mra### [at] hotmail com> wrote in message
news:41952d7b$1@news.povray.org...
> Rafal 'Raf256' Maj wrote:
>
> > Simple, but nice.. :) I think floor could benefit from additional
blurred
> > reflection.
>
> Yah... I didn't give myself time for the blurred reflection, it's just
> good ol' plain shiny reflection.
>
> > And.. wait a minute, while image reflected in floor dont have depth-of-
> > field effect on it?
>
> This goes back to one of my questions on p.nu, After fiddling with a
> pane of glass and a monitor I have concluded that the floor reflection
> is correct. Most of the sphere is within the zone of focus, so... This
> is why there is no DOF..
>
>
> --
> ~Mike
I think he means (or atleast I think I mean) that while the sphere is within
the focus, the reflection isn't. The reflection "sits" on top of some wood.
those wood tiles are very blurred, but the reflection of the sphere on that
same blurred wood is very sharp. Optically, how can this happen that one
thing in an area is blurred and another thing in that area is not blurred?
-r
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Among other things, Ross wrote:
> I think he means (or atleast I think I mean) that while the sphere is
> within the focus, the reflection isn't. The reflection "sits" on top of
> some wood. those wood tiles are very blurred, but the reflection of the
> sphere on that same blurred wood is very sharp. Optically, how can this
> happen that one thing in an area is blurred and another thing in that area
> is not blurred?
But the reflection is technically further away than the surface. It is at
the same distance as the "real" sphere, so it is focused. It's the same
effect as when looking through a painted glass, you can see whatever
there's at the other side more or less clearly, while the painted glass'
surface is blurred.
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
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> Optically, how can this happen that one
> thing in an area is blurred and another thing in that area is not blurred?
The rays shot for a single pixel of the image all hit the wood in different
areas, but after reflecting off and travelling farther to the sphere, they
converge on about the same spot. So the wood is blurred while the sphere is
not.
This is one of the kinds of results that a post-processed focal blur can't
simulate. =)
- Slime
[ http://www.slimeland.com/ ]
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fak### [at] email address news:41953845@news.povray.org
> This is one of the kinds of results that a post-processed focal blur
> can't simulate. =)
Interesting ;) I thought exacly thing - but other way around, I agree that
post-processed FB cant simulate it, but I was shure the result should be
that sphere reflection should be *more* blurred then then panells, not
less.
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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Rafal 'Raf256' Maj wrote:
> fak### [at] email address news:41953845@news.povray.org
>
>
>>This is one of the kinds of results that a post-processed focal blur
>>can't simulate. =)
>
>
> Interesting ;) I thought exacly thing - but other way around, I agree that
> post-processed FB cant simulate it, but I was shure the result should be
> that sphere reflection should be *more* blurred then then panells, not
> less.
>
There _is_ one problem that I can see, straight off. The sphere's
reflection should really be broken by the gaps in the wood. I used a
normal pattern, but it appears that the "look" of the wood is just
superficial.. bah.
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Hmm... a checkered sphere over a reflective plane... I think maybe
you've got it backwards here. ;-)
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