POV-Ray : Newsgroups : povray.binaries.images : blurred Server Time
8 Aug 2024 18:15:19 EDT (-0400)
  blurred (Message 6 to 15 of 15)  
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From: Marneus Calgar
Subject: Re: blurred
Date: 14 Jun 2005 04:34:13
Message: <42ae9685$1@news.povray.org>

> Just playing with blurred reflections from some of the code found online.
> 
> 
> ------------------------------------------------------------------------
> 

I love it ! It's my new wallpaper !

-- 
Dark Skull Software
http://www.darkskull.net

A+


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From: s day
Subject: Re: blurred
Date: 14 Jun 2005 08:40:00
Message: <web.42aecfd4a8c921ff59cd4fba0@news.povray.org>
"m1j" <mik### [at] hotmailcom> wrote:
> "s.day" <s.d### [at] uelacuk> wrote:
> > "m1j" <mik### [at] hotmailcom> wrote:
> > > Just playing with blurred reflections from some of the code found online.
> >
> > Nice picture, excellent lighting it looks very realistic. I assume blurred
> > reflections are mega pov only or can they be done with normal POV?
> >
> > Sean
>
> Well the first attempts I did where using povman with a combination of
> shaders I wrote and code I found online. This image was done using SDL code
> I here in the forums.
>
> #macro BTEX(BlurAmount,BlurSamples,ObjectPigment,ObjectFinish )
> texture {
>    average texture_map
>     { #declare Ind = 0;
>       #declare S = seed(0);
>       #while(Ind < BlurSamples)
>         [1 // The pigment of the object:
>            pigment { ObjectPigment }
>            // The surface finish:
>            finish { ObjectFinish }
>            // This is the actual trick:
>            normal
>            { bumps BlurAmount
>              translate <rand(S),rand(S),rand(S)>*10
>              scale 1000
>            }
>         ]
>         #declare Ind = Ind+1;
>       #end
>     }
> }
> #end
>
> Credit goes to the very smart person that wrote this code but I can not
> remember names very well.
>
> I have not tried the megapov blur yet.
>
> The povman shader gives more control but is slower. With it I was able to
> fade the reflection off based on distance from the object. Not sure yet how
> to do that with any other version of povray. Will keep playing.


A very clever macro, I wouldn't have thought of using average for something
like that. Thanks for the povman prompt as well, I hadn't even realised it
existed. Looks very interesting..

Sean


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From: m1j
Subject: Re: blurred
Date: 14 Jun 2005 09:45:00
Message: <web.42aedecea8c921ffccf67d800@news.povray.org>
Marneus Calgar <nos### [at] pleasecom> wrote:

> > Just playing with blurred reflections from some of the code found online.
> >
> >
> > ------------------------------------------------------------------------
> >
>
> I love it ! It's my new wallpaper !
>
> --
> Dark Skull Software
> http://www.darkskull.net
>
> A+

Now this is just about the best compliment I could get. Thanks!


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From: Orchid XP v2
Subject: Re: blurred
Date: 14 Jun 2005 14:25:37
Message: <42af2121$1@news.povray.org>
Very nice lighting. The floor is great too...

It's really *not* gonna be long before computers running freeware 
software can produce images that are almost utterly indestinguishable 
from reality. ;-)


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From: m1j
Subject: Re: blurred
Date: 14 Jun 2005 20:20:01
Message: <web.42af7427a8c921ff9dce7a310@news.povray.org>
"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.


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Attachments:
Download 'surface.jpg' (100 KB)

Preview of image 'surface.jpg'
surface.jpg


 

From: Alain
Subject: Re: blurred
Date: 14 Jun 2005 22:08:08
Message: <42af8d88$1@news.povray.org>
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


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From: Thomas de Groot
Subject: Re: blurred
Date: 15 Jun 2005 03:25:00
Message: <42afd7cc$1@news.povray.org>
"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


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From: povray
Subject: Re: blurred
Date: 15 Jun 2005 18:11:03
Message: <1f17.42b05db9.6e20b@localhost>
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.


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From: Warp
Subject: Re: blurred
Date: 23 Jun 2005 05:37:24
Message: <42ba82d4@news.povray.org>
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


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From: Warp
Subject: Re: blurred
Date: 23 Jun 2005 05:39:24
Message: <42ba834c@news.povray.org>
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


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