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<p>Chris Huff schrieb:
<blockquote TYPE=CITE>In article <38aa7e1b@news.povray.org>, Nieminen
Juha
<br><war### [at] sarakerttunen cs tut fi> wrote:
<p>> : - reflection-map
<br>> : -> the current reflections are to perfect.
Current scenes seems
<br>> : much
<br>> : to clean!
<br>>
<br>> Wouldn't blurred reflection just do it?
<p>I believe what he wants is a way to vary the amount of reflection
<br>according to a pattern without having to use a texture_map</blockquote>
Right :-)
<br>
<blockquote TYPE=CITE>. A finish_map should be sufficient for this,
though...</blockquote>
Thats better...because a less-reflective part is "dirtier" and have a bigger
and darker highlight (in POV: a smaller brilliance, phong- and phong_size
value).
<br>With a finish_map is would be also possible to create dirtier scenes
(e.g. different ambient/diffuse values to simulate worse painted walls...a
splotchy-effect).
<p> Paul</html>
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On Thu, 17 Feb 2000 13:16:18 +0100, Paul Blaszczyk wrote:
>Good idea...for one button or sprite. But what is with animated sprites
>(with MUCH frames)? (e.g. for a game... 100 frames per figure and 10
>figures in game).
Automate the process with a batch file or shell script. Using the alpha
channel from one image with the other can probably be done with the GIMP's
or Photoshop's automation features.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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On Thu, 17 Feb 2000 05:49:23 -0500, Chris Huff wrote:
>One solution would be to trace one ray, if it hits an object, check that
>object for a flag that tells whether or not to supersample it, and fire
>additional samples based on that information. This would be done at each
>level. It should work correctly with transparency and media, although it
>should probably be turned off when "global" anti-aliasing is turned on.
Another solution (at least for method 1 antialiasing) would be to use the
differential tracing method I've mentioned far too many times before. I
think I may sit down sometime in the next couple of weeks and see how hard
it is to implement that.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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On 17 Feb 2000 08:35:08 -0500, ron### [at] povray org (Ron Parker)
wrote:
>On Thu, 17 Feb 2000 13:16:18 +0100, Paul Blaszczyk wrote:
>>Good idea...for one button or sprite. But what is with animated sprites
>>(with MUCH frames)? (e.g. for a game... 100 frames per figure and 10
>>figures in game).
>
>Automate the process with a batch file or shell script. Using the alpha
>channel from one image with the other can probably be done with the GIMP's
>or Photoshop's automation features.
Instead of using the alpha channel, you can give all objects a
quick_color rgb 1 and render with +q0. Then you can use this image as
a image_patterm with no interpolation. There you are, all you need is
POV.
All you need is POV (ta tada tadaaa)
All you need is POV (ta tada tadaaa)
All you need is POV, POV,
POV is all you need
:)
Peter Popov
pet### [at] tag povray org
ICQ: 15002700
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Peter Popov wrote:
> All you need is POV (ta tada tadaaa)
> All you need is POV (ta tada tadaaa)
> All you need is POV, POV,
> POV is all you need
For some reason I suddenly feel like stepping on a beetle.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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