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From: Nekar Xenos
Subject: Re: The final word on blurred reflection
Date: 20 Oct 2001 04:03:21
Message: <3bd12fc9@news.povray.org>
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"Slime" <noo### [at] hotmail com> 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
> }
> }
>
Yup, looks a lot better and ten times slower...
Now to add it to my car. Maybe it'll be finished before Christmas...
- Nekar
---
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Yeah, the old average trick with different normals is always handy. I used a
similar technique to obtain the look of brushed metal quite a while ago:
http://rsj.mobilixnet.dk/3d/goodies/goodies.html
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: Redbeard (MDJohnson)
Subject: Re: The final word on blurred reflection
Date: 20 Oct 2001 10:33:42
Message: <3bd18b46@news.povray.org>
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"Slime" <noo### [at] hotmail com> 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.
Yep, it would, since blend maps are still limited to 255 entries. I don't know
about it crashing afterwards. If it's 3.5b6, perhaps it should be reported if
you can repeat it.
Michael
--
#declare R=<8,4,.6>/3;#declare C=function{pattern{object{text{ttf"crystal.ttf"
"MDJ"1,0translate-R/4}}}}camera{location-z*30}box{-R,R pigment{rgbf 1}interior
{media{emission.1density{function{C(x,y,z)}density_map{[0mandel 50color_map{[0
rgb 0][.2rgb x][1rgb x+y]}interior 1,1.5scale 60translate<-33.75,2.85>exponent
4][1rgb<2,2>]}}}}scale 24hollow}// (c) 2001 MDJohnson red### [at] wv adelphia net
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On Sat, 20 Oct 2001 09:51:23 -0400, Redbeard \(MDJohnson\) wrote:
>
>"Slime" <noo### [at] hotmail com> 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.
>
>Yep, it would, since blend maps are still limited to 255 entries. I don't know
>about it crashing afterwards. If it's 3.5b6, perhaps it should be reported if
>you can repeat it.
It happened to me, too. I'll report it. :)
--
#local R=<7084844682857967,0787982,826975826580>;#macro L(P)concat(#while(P)chr(
mod(P,100)),#local P=P/100;#end"")#end background{rgb 1}text{ttf L(R.x)L(R.y)0,0
translate<-.8,0,-1>}text{ttf L(R.x)L(R.z)0,0translate<-1.6,-.75,-1>}sphere{z/9e3
4/26/2001finish{reflection 1}}//ron.parker@povray.org My opinions, nobody else's
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"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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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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On 20 Oct 2001 00:57:30 -0400, ron### [at] povray org (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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> "Slime" <noo### [at] hotmail com> 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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On Wed, 24 Oct 2001 05:36:16 GMT, Ze!nPs### [at] yahoo com wrote:
> On 20 Oct 2001 00:57:30 -0400, ron### [at] povray org (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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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] hotmail com> 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] hotmail com> 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] hotmail com> 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] povray org> wrote in message
> > > news:slr### [at] fwi com...
> > > > 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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