POV-Ray : Newsgroups : povray.binaries.images : The final word on blurred reflection Server Time
17 Aug 2024 12:13:53 EDT (-0400)
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From: Rune
Subject: Re: The final word on blurred reflection
Date: 20 Oct 2001 10:57:22
Message: <3bd190d2@news.povray.org>
"Ron Parker" wrote:
> It happened to me, too.  I'll report it. :)

It has already been reported and has been on the list of known bugs for a
while:

Blend map crash
http://news.povray.org/3ba9f8e9$1@news.povray.org

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Rune
Subject: Re: The final word on blurred reflection
Date: 20 Oct 2001 13:56:34
Message: <3bd1bad2@news.povray.org>
BTW, here's a tip to get smoother results:

You don't have to scale the bumps very small. Try to scale them very big
instead. I tried to render your example code with 50 samples. Then I scaled
the normal 100000 times bigger and now the blurring was much more smooth.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Ze!nPsycho
Subject: Re: The final word on blurred reflection
Date: 24 Oct 2001 00:27:08
Message: <3bd65323.54848601@news.povray.org>
On 20 Oct 2001 00:57:30 -0400, ron### [at] povrayorg (Ron Parker)
wrote:

>Well, it may be too early to call it the final word, but I think it's the
>final word.  It gives all of the flexibility of the mythical 3.5 patch, with
>mostly the same speed, and without making any changes to the code.  I

I don't know much about the 3.5 patch, but, what if I want to apply a
surface normal on top of reflection blur?


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From: Anton Sherwood
Subject: Re: The final word on blurred reflection
Date: 24 Oct 2001 03:17:13
Message: <3BD66C76.E67F2960@pobox.com>
> "Slime" <noo### [at] hotmailcom> wrote
		...
> >       #while (ix<pow(numiters,1/3)-1)
		...
> >        #while (iy<pow(numiters,1/3)-1)
		...
> >         #while (iz<pow(numiters,1/3)-1)
		...

Nekar Xenos wrote:
> Yup, looks a lot better and ten times slower...


I imagine this would help:

	#declare tert = pow(numiters,1/3)-1);
		...
	#while (ix<tert)
		...
	 #while (iy<tert)
		...
	  #while (iz<tert)


-- 
Anton Sherwood


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From: Ron Parker
Subject: Re: The final word on blurred reflection
Date: 24 Oct 2001 09:15:54
Message: <slrn9tdfob.31t.ron.parker@fwi.com>
On Wed, 24 Oct 2001 05:36:16 GMT, Ze!nPs### [at] yahoocom wrote:
> On 20 Oct 2001 00:57:30 -0400, ron### [at] povrayorg (Ron Parker)
> wrote:
> 
>>Well, it may be too early to call it the final word, but I think it's the
>>final word.  It gives all of the flexibility of the mythical 3.5 patch, with
>>mostly the same speed, and without making any changes to the code.  I
> 
> I don't know much about the 3.5 patch, but, what if I want to apply a
> surface normal on top of reflection blur?

Either add it to the average or use a layered texture.

-- 
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C)bicubic_patch{type 1u_steps 6
v_steps 6R(1)R(3)R(5)R(7)translate 9*z-2pigment{rgb z}}#end#macro _(Y)#local X=
asc(substr(C,Y,1))-65;<mod(X,4)div(X,4)>#end#local O=union{Q("ABEFUQWS")Q(// RON
"WSXTLOJN")}Q("JNKLCGCD")union{O}union{O translate 3*x}light_source{x 1}//PARKER


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From: Nekar Xenos
Subject: Re: The final word on blurred reflection
Date: 6 Dec 2001 02:06:57
Message: <3c0f1911@news.povray.org>
Is there a way to specify more blur? Is 'numiters' the amount of blur in this
case? I've tried making the bump size bigger but that didn't work - the bumps
just became visible.

Does this blurred reflection affect caustics from photons?

--
- Nekar

http://nekar_xenos.tripod.com/metanoia/

"Slime" <noo### [at] hotmailcom> wrote in message
news:3bd122dd$1@news.povray.org...
> OK, one more thing; I got better results with the following texture block,
> which removes the randomness of the whole thing:
>
>     average texture_map {
>       #declare S=seed(12465);
>       #declare numiters = 255;
>       #declare ix=0;
>       #while (ix<pow(numiters,1/3)-1)
>        #declare iy=0;
>        #while (iy<pow(numiters,1/3)-1)
>         #declare iz=0;
>         #while (iz<pow(numiters,1/3)-1)
>           [1
>             pigment {color rgb 0}
>             finish {diffuse 0 specular 0 ambient 0 reflection .8}
>             normal {bumps .1 scale <.001,.001,.001>
>                     translate <.002*ix,.002*iy,.002*iz>}
>           ]
>           #declare iz=iz+1;
>         #end
>          #declare iy=iy+1;
>   #end
>          #declare ix=ix+1;
>       #end
>     }
>   }
>
> - Slime
> [ http://www.slimeland.com/ ]
> [ http://www.slimeland.com/images/ ]
> "Slime" <noo### [at] hotmailcom> wrote in message
> news:3bd121be$1@news.povray.org...
> > Oh, it seems if you set the 10 higher than 255, it tells you that the
> blend
> > map is too long. And then, if you set it to something lower afterwards,
> > POV-Ray crashes.
> >
> > - Slime
> > [ http://www.slimeland.com/ ]
> > [ http://www.slimeland.com/images/ ]
> >
> > "Slime" <noo### [at] hotmailcom> wrote in message
> > news:3bd12120$1@news.povray.org...
> > > This is very smart. Good thinking.
> > >
> > > - Slime
> > > [ http://www.slimeland.com/ ]
> > > [ http://www.slimeland.com/images/ ]
> > >
> > > "Ron Parker" <ron### [at] povrayorg> wrote in message
> > > news:slr### [at] fwicom...
> > > > On 20 Oct 2001 00:57:30 -0400, Ron Parker wrote:
> > > > >get more realistic results.  My render stats on a K6-2/350, 320x240,
> > with
> > > no AA:
> > > > >8 minutes 36 seconds.
> > > >
> > > > Oops, turns out I did have AA turned on.  But it's not necessary for
> the
> > > > effect.
> > > >
> > > >
> > > > --
> > > > #local R=rgb 99;#local P=R-R;#local F=pigment{gradient
> > > x}box{0,1pigment{gradient
> > > > y pigment_map{[.5F pigment_map{[.3R][.3F color_map{[.15red
> > > 99][.15P]}rotate z*45
> > > > translate x]}]#local H=pigment{gradient y color_map{[.5P][.5R]}scale
> > > 1/3}[.5F
> > > > pigment_map{[.3R][.3H][.7H][.7R]}]}}}camera{location.5-3*z}//only my
> > > opinions
> > >
> > >
> >
> >
>
>


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