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|  |  | A quick test of UberPov's blurred reflections, not really sure it suits 
the lantern which is why I only used a low setting for the roughness. 
Probably need to add some surface normals to the paint texture to make 
it look more like it should be blurred.
Of course the un-blurred version is also shown for comparison, I added 
some SSLT settings to the blurred render for the marble plinth, probably 
nowhere near the correct settings for marble but as I was experimenting..
I have to say though this is a great new feature and really easy to 
use/control plus with a relatively low level of blurring the performance 
is still pretty good (it does slow down though as you increase the 
roughness).
Sean
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 Download 'lantern.png' (731 KB)
Download 'lanternblur.png' (775 KB)
 
 
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  Preview of image 'lanternblur.png'
  
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|  |  | On 29-11-2013 0:17, Sean Day wrote:
> A quick test of UberPov's blurred reflections, not really sure it suits
> the lantern which is why I only used a low setting for the roughness.
> Probably need to add some surface normals to the paint texture to make
> it look more like it should be blurred.
>
> Of course the un-blurred version is also shown for comparison, I added
> some SSLT settings to the blurred render for the marble plinth, probably
> nowhere near the correct settings for marble but as I was experimenting..
>
> I have to say though this is a great new feature and really easy to
> use/control plus with a relatively low level of blurring the performance
> is still pretty good (it does slow down though as you increase the
> roughness).
>
> Sean
>
Isn't it great? I believe you got the blurring just right.
Thomas
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|  |  | Thomas de Groot <tho### [at] degroot org> wrote:
>
> Isn't it great? I believe you got the blurring just right.
>
> Thomas
Especially if you are using HDR lighting as specular and roughness have no
effect on the surface so this will help a lot with those scenes.
Sean Post a reply to this message
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|  |  | Sean Day <s.d### [at] uel ac  uk> wrote:
> A quick test of UberPov's blurred reflections, not really sure it suits
> the lantern which is why I only used a low setting for the roughness.
> Probably need to add some surface normals to the paint texture to make
> it look more like it should be blurred.
>
> Of course the un-blurred version is also shown for comparison, I added
> some SSLT settings to the blurred render for the marble plinth, probably
> nowhere near the correct settings for marble but as I was experimenting..
>
> I have to say though this is a great new feature and really easy to
> use/control plus with a relatively low level of blurring the performance
> is still pretty good (it does slow down though as you increase the
> roughness).
>
> Sean
WOnderful work, seems so real. UberPov make life easy. Post a reply to this message
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