POV-Ray : Newsgroups : povray.newusers : Diffused reflection Server Time
1 Nov 2024 21:22:33 EDT (-0400)
  Diffused reflection (Message 1 to 4 of 4)  
From: mienai[AT]hotmail com
Subject: Diffused reflection
Date: 10 Jan 2005 22:20:01
Message: <web.41e345721125ceed7b9f44510@news.povray.org>
I'm trying to get a kind of plastic look for some of my materials, ie where
everything reflected in sort of blurry.  Generally the blurryness should
increase the farther the object is from the reflecting surface.  Any ideas?


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From: Alain
Subject: Re: Diffused reflection
Date: 10 Jan 2005 22:28:53
Message: <41e347f5$1@news.povray.org>
mienai[AT]hotmail.com nous apporta ses lumieres en ce 2005-01-10 22:18:
> I'm trying to get a kind of plastic look for some of my materials, ie where
> everything reflected in sort of blurry.  Generally the blurryness should
> increase the farther the object is from the reflecting surface.  Any ideas?
> 
> 
Look at http://www.ignorancia.org/tech_page.php?image=6&db=tips
With an adequate pigment, phong or specular highlight and reflection 
(constant or variable) values, you can  realisticaly simulate most surface.

Alain


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From: Warp
Subject: Re: Diffused reflection
Date: 11 Jan 2005 05:51:19
Message: <41e3afa7@news.povray.org>
mienai[AT]hotmail.com <mienai[AT]hotmail.com> wrote:
> I'm trying to get a kind of plastic look for some of my materials, ie where
> everything reflected in sort of blurry.  Generally the blurryness should
> increase the farther the object is from the reflecting surface.  Any ideas?

  If you want blurred reflection, you can use this trick:

http://tag.povray.org/povQandT/languageQandT.html#blurredreflection

  However, often it's enough to fake a "blurry" look by other means
and the image will still look good (like in the example posted in
the other reply).

-- 
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}//  - Warp -


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From: Mike Raiford
Subject: Re: Diffused reflection
Date: 11 Jan 2005 07:53:12
Message: <41e3cc38$1@news.povray.org>
mienai[AT]hotmail.com wrote:
> I'm trying to get a kind of plastic look for some of my materials, ie where
> everything reflected in sort of blurry.  Generally the blurryness should
> increase the farther the object is from the reflecting surface.  Any ideas?

This may be what you want. Pay special attention to camera blur settings 
  and the normal:

default { finish { ambient 0 } }

global_settings
{
    assumed_gamma 1
}



camera {
     location <0,.5,-5>
     look_at 0
     blur_samples 500//000//131072
     aperture .02
     variance 1/384
     confidence 0.9
     focal_point <-2,0,-1.2>
     }
light_source { <0, 2, -100> rgb 1 }
light_source { <-100, 100, -100> rgb 2.5 }

//sky_sphere { pigment { color rgb <0.2, 0.5, 0.9> } }

plane { y, -1 texture {
         pigment { checker
             rgb <0.02, 0.05, 0.4>*2
             rgb <0.02, 0.05, 0.4>*0.5
         }

     }
     interior { ior 1.33 }
}


#declare textured = normal
{
  spotted 1 scale .001
}

sphere { 0,10000 pigment { rgb 1 } finish { diffuse 0 ambient 1 }  hollow }

sphere { <3,0,4>,1 pigment {color rgb <0.01,0.1,0.7>*1} finish { diffuse 
0.7 specular .7 roughness 0.0005 reflection {0.1,1 fresnel } 
conserve_energy } interior { ior 1.33 } normal { textured }}
sphere { <-2,0,0>,1 pigment {color rgb <1,0.1,0.05>*1} finish { diffuse 
0.7 specular .7 roughness 0.0005 reflection {0.1,1 fresnel } 
conserve_energy } interior { ior 1.33 } normal { textured }}
sphere { <1,0,10>,1 pigment {color rgb <0.01,0.5,0.2>*.25} finish { 
diffuse 0.7 specular .7 roughness 0.0005 reflection {0.1,1 fresnel } 
conserve_energy } interior { ior 1.33 } normal { textured }}


-- 
~Mike


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