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7 Nov 2024 00:18:32 EST (-0500)
  using average for blurred reflection (Message 1 to 5 of 5)  
From: TinCanMan
Subject: using average for blurred reflection
Date: 11 Jun 2002 09:32:48
Message: <3d05fc00@news.povray.org>
I had been trying to use average to help with blurred reflections, with no
success.  After reading the item on
http://www.students.tut.fi/~warp/povQandT/languageQandT.html about it I
realized that I needed to average the textures and not just the normals as I
had previously been trying.
I also have a couple of questions regarding this. The page states that
averaging textures forces POV to shoot multiple rays at the object. The docs
don't state this (that I could find), if it is true, perhaps it should be
stated in the docs? Also, why does average seem to function differently when
used in a normal versus a texture, when running tests, the only difference
between the averaged texture and the texture with averaged normals was the
normal block, but yet the results were quite different.

-tgq


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From:
Subject: Re: using average for blurred reflection
Date: 11 Jun 2002 09:50:17
Message: <huvbgugcrje0lo6o46s6u5o9072vftf42j@4ax.com>
On Tue, 11 Jun 2002 09:32:36 -0400, "TinCanMan" <Tin### [at] hotmailcom>
wrote:
> I had been trying to use average to help with blurred reflections, with no
> success.

Try this: http://news.povray.org/search/?s=blurred+reflection

ABX


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From: Hugo
Subject: Re: using average for blurred reflection
Date: 11 Jun 2002 09:58:27
Message: <3d060203$1@news.povray.org>
With one texture, you have one pigment, one normal, and one finish. Even if
you have a complex pigment, the result will be merged and returned as one
pigment. Similar with normals and finishes, what ever they contain, will be
returned as one result - one object layer, so to say.

With multiple textures, you have multiple object layers. This is necessary
for the blurred reflection trick to work. It needs multiple normals on the
object.

Regards,
Hugo


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From: TinCanMan
Subject: Re: using average for blurred reflection
Date: 11 Jun 2002 12:43:25
Message: <3d0628ad$1@news.povray.org>
"Hugo" <hua### [at] post3teledk> wrote in message
news:3d060203$1@news.povray.org...
> With one texture, you have one pigment, one normal, and one finish. Even
if
> you have a complex pigment, the result will be merged and returned as one
> pigment. Similar with normals and finishes, what ever they contain, will
be
> returned as one result - one object layer, so to say.
>
> With multiple textures, you have multiple object layers. This is necessary
> for the blurred reflection trick to work. It needs multiple normals on the
> object.
>
> Regards,
> Hugo

Yes, I geuss that makes sense somewhat. Perhaps I should suggest that it be
added to the docs (as I can't seem to find something that indicates this)?
See also my new posting in p.b.i for my results.

-tgq


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From: TinCanMan
Subject: Re: using average for blurred reflection
Date: 11 Jun 2002 12:43:25
Message: <3d0628ad$3@news.povray.org>

news:huvbgugcrje0lo6o46s6u5o9072vftf42j@4ax.com...
> On Tue, 11 Jun 2002 09:32:36 -0400, "TinCanMan"
<Tin### [at] hotmailcom>
> wrote:
> > I had been trying to use average to help with blurred reflections, with
no
> > success.
>
> Try this: http://news.povray.org/search/?s=blurred+reflection
>
> ABX

I guess I should have added that I did get successful and acheived what I
wanted after understanding the method better (i.e. averaging textures, not
normals).  See my post in p.b.i now

-tgq


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