POV-Ray : Newsgroups : povray.binaries.images : Chief Architect and POV-Ray Server Time
1 Aug 2024 04:13:23 EDT (-0400)
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From: clipka
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 13:45:00
Message: <web.49ac28ed788f5faf437a073a0@news.povray.org>
"Carlo C." <nomail@nomail> wrote:
> ....and thanks for: http://www.ignorancia.org/en/index.php?page=Bulbs
> wow!

Oh, yeah! Darn good job. Though I think the relation in brightness between the
glowing wire and the illumination of the table isn't so good - the wire should
be much brighter.


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From: clipka
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 13:55:00
Message: <web.49ac2aff788f5faf437a073a0@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:
> well, I don't have much to complain, it's shiny and we all RSOCP lovers should
> enjoy it. ;)

I thought most of us had already gone beyond that level ;)


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From: Edouard Poor
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 14:50:00
Message: <web.49ac3847788f5fafbd47b0730@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>

>
> > To me, the finish on the wood flooring makes it look more like vinyl (due
> > to the significant reflection) than wood, but there is a fine line
> > between polyurethane coating reflection and plastic looking.
>
>    Yes, it looks like a fake wood made out of vinyl... :) Wood reflections
> should be more blurry, but I still haven't found a way to mix the wood grain
> bumps with the blurred reflections trick.

That's easy - just use an averaged normal_map

e.g.

#declare bump_mapping =
 normal {
  bump_map {
   png "wood-bump.png"
   interpolate 3
   bump_size 10
  }
  rotate x*90
  scale 100
 }

#declare micro_normals =
  normal {
   bumps 0.5
   scale 0.001
  }

plane {
 <0.0, 1.0, 0.0>, 0.0
 texture {
  pigment { rgb 0.3 }
  finish { reflection 0.8 conserve_energy }
  normal {
   average
   normal_map {
    [ 1 bump_mapping ]
    [ 1 micro_normals translate <rand(s), rand(s), rand(s)>*1000 ]
   }
  }
 }
}

Cheers,
Edouard.


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From: Edouard Poor
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 15:10:00
Message: <web.49ac3c67788f5fafbd47b0730@news.povray.org>
>     [ 1 micro_normals translate <rand(s), rand(s), rand(s)>*1000 ]

Opps- ignore that translate statement (it was from the looped version for adding
lots of averaged micronormals).


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From: Jaime Vives Piqueres
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 16:51:01
Message: <49ac54c5$1@news.povray.org>

> That's easy - just use an averaged normal_map
> 
> e.g.

   Thanks, but I was referring to the "averaged big normals" trick, not to
the micronormals one... :)

--
Jaime


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From: Edouard Poor
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 16:55:00
Message: <web.49ac552b788f5fafbd47b0730@news.povray.org>
I recall writing:

>   normal {
>    average
>    normal_map {
>     [ 1 bump_mapping ]
>     [ 1 micro_normals translate <rand(s), rand(s), rand(s)>*1000 ]
>    }
>   }


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Attachments:
Download 'blurred-bumpmap.jpg' (36 KB)

Preview of image 'blurred-bumpmap.jpg'
blurred-bumpmap.jpg


 

From: Edouard Poor
Subject: Re: Chief Architect and POV-Ray
Date: 2 Mar 2009 17:35:00
Message: <web.49ac5e22788f5fafbd47b0730@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

> > That's easy - just use an averaged normal_map
> >
> > e.g.
>
>    Thanks, but I was referring to the "averaged big normals" trick, not to
> the micronormals one... :)

Oh, I see.

Well kind of anyway - I'd really thought the two were more or less equivalent in
what they were doing per pixel.

I've done a texture averaging version of the averaged big normals as well - see
http://news.povray.org/povray.binaries.images/thread/%3Cnews.povray.org-AB5CC1.09303823032008@news.povray.org%3E

You create an averaged normal, then blend together a whole bunch of those in an
averaged texture.

I used sin() and the number of blur samples required to get a really smooth
blend without the usual random jitter noise.

The code (or something close to it) for that was:

#declare BlurAmount = 160;
#declare BlurSamples = 20;

#declare tex_A =
 texture {
  average
  texture_map {
#declare i = 0;
#while(i < BlurSamples)
   [ 1
    pigment { tex_pattern }
    normal {
                  average
                  normal_map {
                      [ 1, gradient z
                          bump_size
                              (-BlurAmount/2) +
                              (BlurAmount*sin(i/BlurSamples) + (rand(S)*
BlurAmount *0.01))
                          scale z*100
                          translate z*50 ]
                      [ 1, wrinkles 0.07 scale <2,1,1> ]  // Or bump map etc
                  }
              };
              finish { reflection 0.08 metallic }
   ]
#declare i = i+1;
#end
  }
 };


Is that closer to what you are after, or am I still not fully understanding it?

Cheers,
Edouard.


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