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8 Oct 2026 15:54:06 EDT (-0400)
  Blurred reflections (Message 1 to 24 of 24)  
From: Mike Horvath
Subject: Blurred reflections
Date: 6 Feb 2018 19:09:04
Message: <5a7a43a0$1@news.povray.org>
How do I get blurred reflections working in UberPOV? I had it working a 
few years go, but have since forgotten how. Thanks.


Mike


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From: Alain
Subject: Re: Blurred reflections
Date: 6 Feb 2018 19:21:58
Message: <5a7a46a6$1@news.povray.org>
Le 18-02-06 à 19:09, Mike Horvath a écrit :
> How do I get blurred reflections working in UberPOV? I had it working a 
> few years go, but have since forgotten how. Thanks.
> 
> 
> Mike

You only need to add roughness into the reflection block such as :

reflection{0.9 metallic roughness 0.001}
or
reflection{1 fresnel roughness 0.001}
or
reflection{0.8 roughness 0.001}
or
reflection{0.1, 1 roughness 0.001}

Normally, you also want to add specular highlights with the same 
roughness amount.


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From: Mike Horvath
Subject: Re: Blurred reflections
Date: 6 Feb 2018 20:10:41
Message: <5a7a5211@news.povray.org>
On 2/6/2018 7:22 PM, Alain wrote:
> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>> How do I get blurred reflections working in UberPOV? I had it working 
>> a few years go, but have since forgotten how. Thanks.
>>
>>
>> Mike
> 
> You only need to add roughness into the reflection block such as :
> 
> reflection{0.9 metallic roughness 0.001}
> or
> reflection{1 fresnel roughness 0.001}
> or
> reflection{0.8 roughness 0.001}
> or
> reflection{0.1, 1 roughness 0.001}
> 
> Normally, you also want to add specular highlights with the same 
> roughness amount.

Thanks! What do I use in the header?

One of my old scenes uses this:

#version unofficial patch 3.71;
#patch 0.99;

But I don't know if that's up-to-date.


Mike


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From: Thomas de Groot
Subject: Re: Blurred reflections
Date: 7 Feb 2018 02:47:09
Message: <5a7aaefd$1@news.povray.org>
On 7-2-2018 2:10, Mike Horvath wrote:
> On 2/6/2018 7:22 PM, Alain wrote:
>> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>>> How do I get blurred reflections working in UberPOV? I had it working 
>>> a few years go, but have since forgotten how. Thanks.
>>>
>>>
>>> Mike
>>
>> You only need to add roughness into the reflection block such as :
>>
>> reflection{0.9 metallic roughness 0.001}
>> or
>> reflection{1 fresnel roughness 0.001}
>> or
>> reflection{0.8 roughness 0.001}
>> or
>> reflection{0.1, 1 roughness 0.001}
>>
>> Normally, you also want to add specular highlights with the same 
>> roughness amount.
> 
> Thanks! What do I use in the header?
> 
> One of my old scenes uses this:
> 
> #version unofficial patch 3.71;
> #patch 0.99;
> 
> But I don't know if that's up-to-date.
> 
> 
> Mike

I have this:

#version unofficial patch 3.71;
#patch "upov-reflection-roughness" 0.9;


-- 
Thomas


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From: Alain
Subject: Re: Blurred reflections
Date: 8 Feb 2018 16:44:07
Message: <5a7cc4a7$1@news.povray.org>
Le 18-02-06 à 20:10, Mike Horvath a écrit :
> On 2/6/2018 7:22 PM, Alain wrote:
>> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>>> How do I get blurred reflections working in UberPOV? I had it working 
>>> a few years go, but have since forgotten how. Thanks.
>>>
>>>
>>> Mike
>>
>> You only need to add roughness into the reflection block such as :
>>
>> reflection{0.9 metallic roughness 0.001}
>> or
>> reflection{1 fresnel roughness 0.001}
>> or
>> reflection{0.8 roughness 0.001}
>> or
>> reflection{0.1, 1 roughness 0.001}
>>
>> Normally, you also want to add specular highlights with the same 
>> roughness amount.
> 
> Thanks! What do I use in the header?
> 
> One of my old scenes uses this:
> 
> #version unofficial patch 3.71;
> #patch 0.99;
> 
> But I don't know if that's up-to-date.
> 
> 
> Mike

No longer needed.


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From: Mike Horvath
Subject: Re: Blurred reflections
Date: 9 Feb 2018 07:15:43
Message: <5a7d90ef$1@news.povray.org>
On 2/6/2018 7:22 PM, Alain wrote:
> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>> How do I get blurred reflections working in UberPOV? I had it working 
>> a few years go, but have since forgotten how. Thanks.
>>
>>
>> Mike
> 
> You only need to add roughness into the reflection block such as :
> 
> reflection{0.9 metallic roughness 0.001}
> or
> reflection{1 fresnel roughness 0.001}
> or
> reflection{0.8 roughness 0.001}
> or
> reflection{0.1, 1 roughness 0.001}
> 
> Normally, you also want to add specular highlights with the same 
> roughness amount.

How do I set the roughness of a specular highlight?
Is there a `specular {}` block?


Mike


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From: Mike Horvath
Subject: Re: Blurred reflections
Date: 9 Feb 2018 07:18:39
Message: <5a7d919f$1@news.povray.org>
On 2/6/2018 7:22 PM, Alain wrote:
> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>> How do I get blurred reflections working in UberPOV? I had it working 
>> a few years go, but have since forgotten how. Thanks.
>>
>>
>> Mike
> 
> You only need to add roughness into the reflection block such as :
> 
> reflection{0.9 metallic roughness 0.001}
> or
> reflection{1 fresnel roughness 0.001}
> or
> reflection{0.8 roughness 0.001}
> or
> reflection{0.1, 1 roughness 0.001}
> 
> Normally, you also want to add specular highlights with the same 
> roughness amount.

What would the correct way to update the following be?


#local ldrawChromeFin=finish {
  brilliance 6
  diffuse 0.7
  metallic
  specular 0.80
  roughness 1/120
  reflection 0.8
};



Do reflection and specular each have their own blocks containing a 
roughness parameter?


#local ldrawChromeFin=finish {
  brilliance 6
  diffuse 0.7
  metallic
  specular {0.80 roughness 1/120}
  reflection {0.8 roughness 1/120}
};



Mike


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From: Thomas de Groot
Subject: Re: Blurred reflections
Date: 9 Feb 2018 07:35:01
Message: <5a7d9575$1@news.povray.org>
On 8-2-2018 22:44, Alain wrote:
> Le 18-02-06 à 20:10, Mike Horvath a écrit :
>> On 2/6/2018 7:22 PM, Alain wrote:
>>> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>>>> How do I get blurred reflections working in UberPOV? I had it 
>>>> working a few years go, but have since forgotten how. Thanks.
>>>>
>>>>
>>>> Mike
>>>
>>> You only need to add roughness into the reflection block such as :
>>>
>>> reflection{0.9 metallic roughness 0.001}
>>> or
>>> reflection{1 fresnel roughness 0.001}
>>> or
>>> reflection{0.8 roughness 0.001}
>>> or
>>> reflection{0.1, 1 roughness 0.001}
>>>
>>> Normally, you also want to add specular highlights with the same 
>>> roughness amount.
>>
>> Thanks! What do I use in the header?
>>
>> One of my old scenes uses this:
>>
>> #version unofficial patch 3.71;
>> #patch 0.99;
>>
>> But I don't know if that's up-to-date.
>>
>>
>> Mike
> 
> No longer needed.

Oh? I had not been aware of that. Good to know; thanks.

-- 
Thomas


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From: Mike Horvath
Subject: Re: Blurred reflections
Date: 9 Feb 2018 07:39:03
Message: <5a7d9667$1@news.povray.org>
On 2/9/2018 7:19 AM, Mike Horvath wrote:
> On 2/6/2018 7:22 PM, Alain wrote:
>> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>>> How do I get blurred reflections working in UberPOV? I had it working 
>>> a few years go, but have since forgotten how. Thanks.
>>>
>>>
>>> Mike
>>
>> You only need to add roughness into the reflection block such as :
>>
>> reflection{0.9 metallic roughness 0.001}
>> or
>> reflection{1 fresnel roughness 0.001}
>> or
>> reflection{0.8 roughness 0.001}
>> or
>> reflection{0.1, 1 roughness 0.001}
>>
>> Normally, you also want to add specular highlights with the same 
>> roughness amount.
> 
> What would the correct way to update the following be?
> 
> 
> #local ldrawChromeFin=finish {
>   brilliance 6
>   diffuse 0.7
>   metallic
>   specular 0.80
>   roughness 1/120
>   reflection 0.8
> };
> 
> 
> 
> Do reflection and specular each have their own blocks containing a 
> roughness parameter?
> 
> 
> #local ldrawChromeFin=finish {
>   brilliance 6
>   diffuse 0.7
>   metallic
>   specular {0.80 roughness 1/120}
>   reflection {0.8 roughness 1/120}
> };
> 
> 
> 
> Mike


Ignore the `metallic` keyword there since I overlooked it too.


Mike


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From: Alain
Subject: Re: Blurred reflections
Date: 9 Feb 2018 20:12:32
Message: <5a7e4700@news.povray.org>
Le 18-02-09 à 07:16, Mike Horvath a écrit :
> On 2/6/2018 7:22 PM, Alain wrote:
>> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>>> How do I get blurred reflections working in UberPOV? I had it working 
>>> a few years go, but have since forgotten how. Thanks.
>>>
>>>
>>> Mike
>>
>> You only need to add roughness into the reflection block such as :
>>
>> reflection{0.9 metallic roughness 0.001}
>> or
>> reflection{1 fresnel roughness 0.001}
>> or
>> reflection{0.8 roughness 0.001}
>> or
>> reflection{0.1, 1 roughness 0.001}
>>
>> Normally, you also want to add specular highlights with the same 
>> roughness amount.
> 
> How do I set the roughness of a specular highlight?
> Is there a `specular {}` block?
> 
> 
> Mike

finish{
	diffuse 0.1
	ambient 0
	reflection{1 fresnel roughness 0.001 conserve_energy}
	specular 0.7
	roughness 0.001
   }

It have been around like that for almost for ever...


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From: Alain
Subject: Re: Blurred reflections
Date: 9 Feb 2018 20:22:37
Message: <5a7e495d$1@news.povray.org>
Le 18-02-09 à 07:19, Mike Horvath a écrit :
> On 2/6/2018 7:22 PM, Alain wrote:
>> Le 18-02-06 à 19:09, Mike Horvath a écrit :
>>> How do I get blurred reflections working in UberPOV? I had it working 
>>> a few years go, but have since forgotten how. Thanks.
>>>
>>>
>>> Mike
>>
>> You only need to add roughness into the reflection block such as :
>>
>> reflection{0.9 metallic roughness 0.001}
>> or
>> reflection{1 fresnel roughness 0.001}
>> or
>> reflection{0.8 roughness 0.001}
>> or
>> reflection{0.1, 1 roughness 0.001}
>>
>> Normally, you also want to add specular highlights with the same 
>> roughness amount.
> 
> What would the correct way to update the following be?
> 
> 
> #local ldrawChromeFin=finish {
>   brilliance 6
>   diffuse 0.7
>   metallic
>   specular 0.80
>   roughness 1/120
>   reflection 0.8
> };
> 
> 
> 
> Do reflection and specular each have their own blocks containing a 
> roughness parameter?
> 
> 
> #local ldrawChromeFin=finish {
>   brilliance 6
>   diffuse 0.7
>   metallic
>   specular {0.80 roughness 1/120}
>   reflection {0.8 roughness 1/120}
> };
This could cause an error message.
> 
> 
> 
> Mike

This way :
#local ldrawChromeFin=finish {
  brilliance 6
  diffuse 0.7
  metallic
  specular 0.80 roughness 1/120
  reflection {0.8 roughness 1/120 metallic}
}

The first metallic affect the specular or phong highlight. The metallic 
in the reflection block affect the reflection only.
There is NO specular block.
Reflection may be used without a block which is the legacy syntax. In 
that case, it will borrow the metallic of specular, but not the roughness.


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From: Mike Horvath
Subject: Re: Blurred reflections
Date: 9 Feb 2018 21:22:13
Message: <5a7e5755$1@news.povray.org>
On 2/9/2018 8:23 PM, Alain wrote:
> This way :
> #local ldrawChromeFin=finish {
>   brilliance 6
>   diffuse 0.7
>   metallic
>   specular 0.80 roughness 1/120
>   reflection {0.8 roughness 1/120 metallic}
> }
> 
> The first metallic affect the specular or phong highlight. The metallic 
> in the reflection block affect the reflection only.
> There is NO specular block.
> Reflection may be used without a block which is the legacy syntax. In 
> that case, it will borrow the metallic of specular, but not the roughness.
> 

Awesome, thanks. That clears up the syntax for me.


Mike


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From: Kenneth
Subject: Re: Blurred reflections
Date: 10 Feb 2018 03:05:03
Message: <web.5a7ea679ba6b2c30a47873e10@news.povray.org>
Alain <kua### [at] videotronca> wrote:


> Reflection may be used without a block which is the legacy syntax. In
> that case, it will borrow the metallic of specular, but not the roughness.

I didn't know that reflection would 'borrow' the specular's metallic in such a
case. Thanks.


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From: Alain
Subject: Re: Blurred reflections
Date: 10 Feb 2018 12:24:15
Message: <5a7f2abf@news.povray.org>
Le 18-02-10 à 02:59, Kenneth a écrit :
> Alain <kua### [at] videotronca> wrote:
> 
> 
>> Reflection may be used without a block which is the legacy syntax. In
>> that case, it will borrow the metallic of specular, but not the roughness.
> 
> I didn't know that reflection would 'borrow' the specular's metallic in such a
> case. Thanks.
> 
> 
> 
> 

It's a leftover/backware compatibility thing.
Before the reflection block was introduced, there was no way to know if 
any metallic modifier was intended for phong, specular or reflection. 
Also, the actual order was totally ignored.

Thus
metallic
phong 1
phong_size 150
reflection 0.8

phong 1
metallic
phong_size 150
reflection 0.8

phong 1
reflection 0.8
metallic
phong_size 150

phong_size 150
metallic
reflection 0.8
phong 1

and

phong 1
phong_size 150
reflection 0.8
metallic

would gives the same result.
This is what I mean by "borrow".


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From: Kenneth
Subject: Re: Blurred reflections
Date: 10 Feb 2018 16:30:00
Message: <web.5a7f63efba6b2c30a47873e10@news.povray.org>
Alain <kua### [at] videotronca> wrote:
> Le 18-02-10 à 02:59, Kenneth a écrit :

> >
> > I didn't know that reflection would 'borrow' the specular's metallic
> > in such a
> > case. Thanks.

>
> It's a leftover/backware compatibility thing.
> Before the reflection block was introduced, there was no way to know if
> any metallic modifier was intended for phong, specular or reflection.
>

Ah. That explains the 'mystery' I used to wonder about in the older 3.6.x days--
I could never figure out exactly what was going on with metallic. Thanks!
Mystery solved ;-)


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From: And
Subject: Re: Blurred reflections
Date: 16 Jul 2018 10:15:00
Message: <web.5b4ca75eba6b2c30152ce7b80@news.povray.org>
Will blurred reflection integrate into official version one day? (this function
is too important)


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From: clipka
Subject: Re: Blurred reflections
Date: 16 Jul 2018 10:34:45
Message: <5b4cad05$1@news.povray.org>
Am 16.07.2018 um 16:10 schrieb And:
> Will blurred reflection integrate into official version one day? (this function
> is too important)

One could argue that "too important" also means "too important to screw up".

So the answer to your question may depend on whether a sufficiently good
and robust implementation (including a sufficiently good syntax and all)
can be... well, implemented.

My gut feeling is that the answer is "yes".


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From: And
Subject: Re: Blurred reflections
Date: 18 Jul 2018 02:05:00
Message: <web.5b4ed83bba6b2c30152ce7b80@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 16.07.2018 um 16:10 schrieb And:
> > Will blurred reflection integrate into official version one day? (this function
> > is too important)
>
> One could argue that "too important" also means "too important to screw up".
>
> So the answer to your question may depend on whether a sufficiently good
> and robust implementation (including a sufficiently good syntax and all)
> can be... well, implemented.
>
> My gut feeling is that the answer is "yes".

Well
But what is the disadvantage with recently implement?


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From: clipka
Subject: Re: Blurred reflections
Date: 18 Jul 2018 09:31:44
Message: <5b4f4140$1@news.povray.org>
Am 18.07.2018 um 08:03 schrieb And:
> clipka <ano### [at] anonymousorg> wrote:
>> Am 16.07.2018 um 16:10 schrieb And:
>>> Will blurred reflection integrate into official version one day? (this function
>>> is too important)
>>
>> One could argue that "too important" also means "too important to screw up".
>>
>> So the answer to your question may depend on whether a sufficiently good
>> and robust implementation (including a sufficiently good syntax and all)
>> can be... well, implemented.
>>
>> My gut feeling is that the answer is "yes".
> 
> Well
> But what is the disadvantage with recently implement?

If you want my opinion: Speed.

Blurred reflections work best when the render engine includes a good
framework for unbiased stochastic rendering, so that all oversampling
stuff -- blurred reflections, area lights, media, focal blur and
what-have-you-not -- don't cause the render time to explode exponentially.

POV-Ray does not have any such framework. UberPOV does, but it is still
rudimentary and probably needs lots more work.


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From: And
Subject: Re: Blurred reflections
Date: 19 Jul 2018 10:30:00
Message: <web.5b509f2cba6b2c304dbcf4f0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 18.07.2018 um 08:03 schrieb And:
> > clipka <ano### [at] anonymousorg> wrote:
> >> Am 16.07.2018 um 16:10 schrieb And:
> >>> Will blurred reflection integrate into official version one day? (this function
> >>> is too important)
> >>
> >> One could argue that "too important" also means "too important to screw up".
> >>
> >> So the answer to your question may depend on whether a sufficiently good
> >> and robust implementation (including a sufficiently good syntax and all)
> >> can be... well, implemented.
> >>
> >> My gut feeling is that the answer is "yes".
> >
> > Well
> > But what is the disadvantage with recently implement?
>
> If you want my opinion: Speed.
>
> Blurred reflections work best when the render engine includes a good
> framework for unbiased stochastic rendering, so that all oversampling
> stuff -- blurred reflections, area lights, media, focal blur and
> what-have-you-not -- don't cause the render time to explode exponentially.
>

Yeah... indeed. Unbiased stochastic rendering grew rapidly (and showed its
advantage) during this ten years.

> POV-Ray does not have any such framework. UberPOV does, but it is still
> rudimentary and probably needs lots more work.


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From: Mr
Subject: Re: Blurred reflections
Date: 9 May 2020 16:30:06
Message: <web.5eb7128bba6b2c306adeaecb0@news.povray.org>
"And" <49341109@ntnu.edu.tw> wrote:
> Will blurred reflection integrate into official version one day? (this function
> is too important)
Things did evolve in the last two years. Now that Anti Aliasing method 3 is in
the main POV-Ray trunk, the said "framework" is there. The syntax... almost as
well, with things like the finish level fresnel paving the way to a similar
approach for roughness maybe. My question is, since then, did any other branch
than Uberpov also try to add this feature?


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From: William F Pokorny
Subject: Re: Blurred reflections
Date: 9 May 2020 21:44:48
Message: <5eb75c90$1@news.povray.org>
On 5/9/20 4:29 PM, Mr wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>> Will blurred reflection integrate into official version one day? (this function
>> is too important)
> Things did evolve in the last two years. Now that Anti Aliasing method 3 is in
> the main POV-Ray trunk, the said "framework" is there. The syntax... almost as
> well, with things like the finish level fresnel paving the way to a similar
> approach for roughness maybe. My question is, since then, did any other branch
> than Uberpov also try to add this feature?
> 
> 
I'm not aware of any.

Bill P.


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From: Cousin Ricky
Subject: Re: Blurred reflections
Date: 10 May 2020 11:24:13
Message: <5eb81c9d$1@news.povray.org>
On 2020-05-09 4:29 PM (-4), Mr wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>> Will blurred reflection integrate into official version one day? (this function
>> is too important)
> Things did evolve in the last two years. Now that Anti Aliasing method 3 is in
> the main POV-Ray trunk, the said "framework" is there. The syntax... almost as
> well, with things like the finish level fresnel paving the way to a similar
> approach for roughness maybe. My question is, since then, did any other branch
> than Uberpov also try to add this feature?

The knowledge base alludes to MegaPOV having some blurred reflection 
capability, though I cannot find it in the MegaPOV documentation.  But 
MegaPOV development terminated long before UberPOV was released.

Since development of UberPOV has wound down, I've found myself reverting 
to RC3Metal from the Object Collection, which works with standard 
POV-Ray.  What seems to work best for me with RC3Metal is to do a bunch 
of EXR renders with different seeds in an animation loop, then read them 
back as image maps and average them in a pigment_map.  To save time, I 
save the photons for the first 3 to 5 frames, then reuse them round 
robin for the remaining frames.  If there are no mutually reflecting 
surfaces, I just use a single render with a high sample count.

Overall, UberPOV does a better job than RC3Metal, though, especially 
with specular highlights.


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From: Mr
Subject: Re: Blurred reflections
Date: 11 May 2020 04:45:01
Message: <web.5eb90e88ba6b2c306adeaecb0@news.povray.org>
Cousin Ricky <ric### [at] yahoocom> wrote:
> On 2020-05-09 4:29 PM (-4), Mr wrote:
> > "And" <49341109@ntnu.edu.tw> wrote:
> >> Will blurred reflection integrate into official version one day? (this function
> >> is too important)
> > Things did evolve in the last two years. Now that Anti Aliasing method 3 is in
> > the main POV-Ray trunk, the said "framework" is there. The syntax... almost as
> > well, with things like the finish level fresnel paving the way to a similar
> > approach for roughness maybe. My question is, since then, did any other branch
> > than Uberpov also try to add this feature?
>
> The knowledge base alludes to MegaPOV having some blurred reflection
> capability, though I cannot find it in the MegaPOV documentation.  But
> MegaPOV development terminated long before UberPOV was released.
>
> Since development of UberPOV has wound down, I've found myself reverting
> to RC3Metal from the Object Collection, which works with standard
> POV-Ray.  What seems to work best for me with RC3Metal is to do a bunch
> of EXR renders with different seeds in an animation loop, then read them
> back as image maps and average them in a pigment_map.  To save time, I
> save the photons for the first 3 to 5 frames, then reuse them round
> robin for the remaining frames.  If there are no mutually reflecting
> surfaces, I just use a single render with a high sample count.
>
> Overall, UberPOV does a better job than RC3Metal, though, especially
> with specular highlights.

Hi Cousin Ricky
I had noticed your work on RC3Metal and also on sun & sky atmosphere, the
blender exporter could benefit a lot from your experiments!
However for the current issue, since exporter is already using Blender frames to
export a clock animation, I assume using clock for something else will add to
the already unreadable code. Also it already exports the possibility of a user's
bump_map, so micronormals have to combine with it, and also with the finish map
trick used to emulate a specular map.

For now I started testing a single "micro bump" layer averaged with the user
bump map and it kind of works better than I remembered, when I initially chose
Uberpov. Maybe I'm forgetting a use case that made me throw it away initially...

My latest attempt totally lost the user specular map visibility as it's kind of
eaten away by the micro bump... Next try, I should make it so that the one entry
with minimal specular also doesn't carry the microbump So the finish map trick
becomes a finish&bump_map metamap trick...

In the averaged normal_map I used 0.5 as the microbump entry value and same for
the user bump map.

I don't know if it  will break when I add another layer with different seed of
microbump to the average in the same clockframe. then I would probably state
0.25 for each micro bump layer and 0.5 for user bump texture,... with microbump
muted in less specular areas(?), roughly speaking:


texture{
        pigment_pattern {
            uv_mapping image_map{jpeg "PATH\\TO\\UserSpecularMap.jpg" map_type 0
}
        }
        texture_map {
            [0
                pigment {rgbft<0.8, 0.8, 0.8, 0, 0>}
                finish {finish_WITH_MIN_SPEC}
                normal {user Bump_map only}
            ]
            [1
                pigment {rgbft<0.8, 0.8, 0.8, 0, 0>}
                finish {finish_WITH_MAX_SPEC}
                normal {average of microbump(s) and user bump_map}
            ]
        }
    }


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