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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > That's easy - just use an averaged normal_map
> >
> > e.g.
>
> Thanks, but I was referring to the "averaged big normals" trick, not to
> the micronormals one... :)
Oh, I see.
Well kind of anyway - I'd really thought the two were more or less equivalent in
what they were doing per pixel.
I've done a texture averaging version of the averaged big normals as well - see
http://news.povray.org/povray.binaries.images/thread/%3Cnews.povray.org-AB5CC1.09303823032008@news.povray.org%3E
You create an averaged normal, then blend together a whole bunch of those in an
averaged texture.
I used sin() and the number of blur samples required to get a really smooth
blend without the usual random jitter noise.
The code (or something close to it) for that was:
#declare BlurAmount = 160;
#declare BlurSamples = 20;
#declare tex_A =
texture {
average
texture_map {
#declare i = 0;
#while(i < BlurSamples)
[ 1
pigment { tex_pattern }
normal {
average
normal_map {
[ 1, gradient z
bump_size
(-BlurAmount/2) +
(BlurAmount*sin(i/BlurSamples) + (rand(S)*
BlurAmount *0.01))
scale z*100
translate z*50 ]
[ 1, wrinkles 0.07 scale <2,1,1> ] // Or bump map etc
}
};
finish { reflection 0.08 metallic }
]
#declare i = i+1;
#end
}
};
Is that closer to what you are after, or am I still not fully understanding it?
Cheers,
Edouard.
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