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Just playing with blurred reflections from some of the code found online.
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"m1j" <mik### [at] hotmail com> 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
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"s.day" <s.d### [at] uel ac uk> wrote:
> "m1j" <mik### [at] hotmail com> 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.
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"m1j" <mik### [at] hotmail com> wrote:
> "s.day" <s.d### [at] uel ac uk> wrote:
> > "m1j" <mik### [at] hotmail com> 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.
http://tag.povray.org/povQandT/languageQandT.html#blurredreflection
Found my reference!
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m1j wrote:
> Just playing with blurred reflections from some of the code found online.
>
>
> ------------------------------------------------------------------------
>
Nice Ground.
Sebastian
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> 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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"m1j" <mik### [at] hotmail com> wrote:
> "s.day" <s.d### [at] uel ac uk> wrote:
> > "m1j" <mik### [at] hotmail com> 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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Marneus Calgar <nos### [at] please com> 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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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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"m1j" <mik### [at] hotmail com> 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](/povray.binaries.images/attachment/%3Cweb.42af7427a8c921ff9dce7a310%40news.povray.org%3E/surface.jpg?ttop=441697&toff=5200&preview=1)
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