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Hi all,
I'm creating a layered texture and I want one of the layers to blur those
under it. The overall effect should be similar to adding guassian blur in
post-processing image software.
I've tried lots of combinations of pigments and normals but not achieved
much success. Any ideas?
thanks
jim
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This is not possible because you are not allowed to use patternd textures in
a layered texture.
But why dont you blur the normals and pigments under your layer manually?
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Simon Adameit <gom### [at] gmxde> schrieb in im Newsbeitrag:
3d31bdb4@news.povray.org...
> This is not possible because you are not allowed to use patternd textures
in
> a layered texture.
It would also not be possible if you were allowed to do so...
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"James Taylor" <jim### [at] blueyondercouk> wrote in
news:3d31ba59@news.povray.org:
> Hi all,
>
> I'm creating a layered texture and I want one of the layers to blur those
> under it. The overall effect should be similar to adding guassian blur in
> post-processing image software.
> I've tried lots of combinations of pigments and normals but not achieved
> much success. Any ideas?
1. use imag_map - generate texture.bmp (same as HF generation, but in
normal color mode), process it in external program, use image_map in pov :)
2. in case of i.e. sphere :
sphere { 0 5.0001 material { /*glass*/ normal { blur 0.3 scale 0.1 } }
sphere { 0 5 /* ......... */ }
simmilar thing could be probably done for more complex objects.
In glass material I suggest :
texture {
pigment { color rgbf 1 }
normal { bozo }
}
interior { ior 2 }
--
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> I'm creating a layered texture ... The overall effect
> should be similar to adding guassian blur ...
It's not possible. But you can come close by duplicating a texture layer
10-30 times (usually enough) each time with a small 'translate' to it, in
some direction (I suggest random directions for 3d textures, and for example
a circular direction for a 2d texture). This works quite well.
If you have a complex texture layer, duplicating it will get slow, but
sometimes - if you only need a defined area of the texture and not an
infinite non-repeating texture - then you can 'sample' the desired texture
area with the function{} keyword.. I succeded with this as well..
I can dig up the files, but perhaps you get the idea?
Regards,
Hugo
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> normal { blur 0.3 scale 0.1 }
What's that? That's not Pov 3.5 ?
Regards,
Hugo
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"Hugo" <hua### [at] post3teledk> wrote in news:3d31da8b$1@news.povray.org:
>> normal { blur 0.3 scale 0.1 }
>
> What's that? That's not Pov 3.5 ?
sorry - I was thinking about "bozo"
--
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> I can dig up the files, but perhaps you get the idea?
Here is one. You will probably be able to improve it.
------------
// Blur pigment from <0,0,0> to <1,1,0>
// by Hugo Asmussen
camera { location <0,0,-5> look_at 0 angle 48 }
light_source { <-80,80,-80>, 1 }
#declare Input=pigment { checker rgb 1,rgb 0 scale .5 }
#declare Layers=255; // between 1 - 255
#declare Amount=.025;
#declare Output=
pigment { image_map { function 50,50 {
pigment { average pigment_map {
#local Layers=1/Layers;
#local Count=0;
#while(Count<1)
[1 Input translate vrotate(Amount*x,(360*Count)*z) ]
#local Count=Count+Layers;
#end
} scale .5 +(.5/25) }
} interpolate 2 }
}
box { <-10,-10,0>,<10,10,-1> pigment { Output } }
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"Hugo" <hua### [at] post3teledk> wrote:
>...But you can come close by duplicating a texture layer
> 10-30 times (usually enough) each time with a small 'translate' to it, in
> some direction (I suggest random directions for 3d textures, and for
example
> a circular direction for a 2d texture). This works quite well.
That's the one that'd do it :)
The texture I'm using is for a background on a plane aligned such that the
normal points towards the camera. It's basically a pigment_map with a
turbulent facet normal. The trouble is the facets produce abrupt edges and I
wanted a way to blur these a little - this technique seems like the way to
go...
thanks
jim
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James Taylor wrote:
> The trouble is the facets produce abrupt edges and
> I wanted a way to blur these a little - this
> technique seems like the way to go...
If it's just a normal you want to blur, specifying a low accuracy might
do it; at least that's what the documentation says.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk
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