m1j nous apporta ses lumieres en ce 2005-06-14 20:19:
> "m1j" <mik### [at] hotmailcom> wrote:> >>Just playing with blurred reflections from some of the code found online.> > > Here is an update. I soften the floor by using a 16bit png.> The sphere on the left is the pov sdl average while the right is the shader.> I miss spoke before in that the shader method does not yet control the> trace depth. PovMAN does not have the gather function added.> > > ------------------------------------------------------------------------>
The one on the left looks better.
Alain
"Alain" <ele### [at] netscapenet> schreef in bericht
news:42af8d88$1@news.povray.org...
> The one on the left looks better.>> Alain
I think both look good. It depends on the reflective and textural nature of
the spheres. Both are credible.
VERY stimulating work indeed!
Thomas
m1j wrote:
> Just playing with blurred reflections from some of the code found online.> > > ------------------------------------------------------------------------>
I love those floor tiles!
--
to all the companies who wait until a large user base becomes
dependant on their freeware, then shafting said happy campers with
mandatory payment for continued usage. I spit on your grave.
m1j <mik### [at] hotmailcom> wrote:
> Credit goes to the very smart person that wrote this code but I can not> remember names very well.
If I remember correctly, it was Ron Parker who first came up with
the idea of using averaged textures to get blurred reflection (basically
nobody had realized until then that povray actually shoots reflected
rays for each texture in the averaged texture_map block).
The exact same trick works for blurred refraction as well. Just make
the surface semitransparent and define an ior, and there you are.
--
- Warp
s.day <s.d### [at] uelacuk> wrote:
> A very clever macro, I wouldn't have thought of using average for something> like that.
See http://iki.fi/warp/pics/RubiksRevenge3.jpg for another example
of this technique.
--
- Warp