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This is the text "POV-Ray" painted onto a box(using my object pattern
patch :-) ) with a half-tube in front of it. The "pipe" is a simple
texture with a fairly large amount of blur, and almost contacts the box
in the center of the image. You can see how things close to the blurred
texture show through more clearly than farther things.
Crude ASCII art, top view:
|___________| The box with the text on it.
__
' `
/ \
| | A very poor rendition of the half-pipe.
* The camera position.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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Attachments:
Download 'newTransTest3.jpg' (18 KB)
Preview of image 'newTransTest3.jpg'
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Chris Huff wrote:
> You can see how things close to the blurred
> texture show through more clearly than farther things.
Looks cool Chris. :{)
Do you think that it'll eventually get to the point where you can create
something like the doorknobs I've attached?
David
--
Keeper of the family pets.
"You want fish? I got fish. I got fish, and eels, and turtles, and snails,
and frogs, and dragons and cats..."
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Attachments:
Download 'frosted1.jpg' (11 KB)
Preview of image 'frosted1.jpg'
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Looks to me like it already could.
Fine example(s).
Bob
"David Heys" <sou### [at] gcinet> wrote in message
news:3890FAE3.5D0B0B04@gci.net...
| Chris Huff wrote:
|
| Do you think that it'll eventually get to the point where you can create
| something like the doorknobs I've attached?
|
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In article <3890FAE3.5D0B0B04@gci.net>, David Heys <sou### [at] gcinet>
wrote:
> Chris Huff wrote:
>
> > You can see how things close to the blurred
> > texture show through more clearly than farther things.
>
> Looks cool Chris. :{)
>
> Do you think that it'll eventually get to the point where you can create
> something like the doorknobs I've attached?
It is already at that point...here is an example I just did. It uses
both blurred reflection and blurred transparence for the glass
part.(since frosted glass reflects as well as just letting light through)
It still needs a little work(I need to use more samples to get rid of
some of the noise), but it's a start.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
Post a reply to this message
Attachments:
Download 'handles.jpg' (13 KB)
Preview of image 'handles.jpg'
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From: TonyB
Subject: Re: Another blurred transparencie (9K) - handles.jpg (1/1)
Date: 28 Jan 2000 16:53:48
Message: <38920fec@news.povray.org>
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>It is already at that point...here is an example I just did. It uses
>both blurred reflection and blurred transparence for the glass
>part.(since frosted glass reflects as well as just letting light through)
>It still needs a little work(I need to use more samples to get rid of
>some of the noise), but it's a start.
Oooh! Now that's something I've never seen POV do... Please let us know
about render times and memory use and stuff like that...
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From: David Heys
Subject: Re: Another blurred transparencie (9K) - handles.jpg (1/1)
Date: 28 Jan 2000 17:04:32
Message: <38920EB7.FFBF8855@gci.net>
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From: David Heys
Subject: Re: Another blurred transparencie (9K) - handles.jpg (1/1)
Date: 28 Jan 2000 17:37:39
Message: <38921678.1680BE6F@gci.net>
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From: Bob Hughes
Subject: Re: Another blurred transparencie (9K) - handles.jpg (1/1)
Date: 28 Jan 2000 17:53:47
Message: <38921dfb@news.povray.org>
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"Chris Huff" <chr### [at] yahoocom> wrote in message
news:chrishuff_99-C66D6E.17154028012000@news.povray.org...
| the transparence_blur keyword(which I will probably change to
| blur_amount) which specifies the blurriness of the texture, and
| blur_samples
blur_amount seems a nondescript term, esp. since reflection blurring exists; how
about trans_blur? Or better yet diffuse_refraction?
Btw, I just knew it could be done (the doorknob example).
Bob
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