LDCad POVray export


LDCad POVray export
#1
A couple of observations.

1. slope bricks are not bumpy/grainy like they should be

2. at the POV-Ray newsgroups we came up with some code to add blurred reflections to models:

Code:
// this methoid is slower #macro BlurredReflectionMicroNormals(InPigment, InFinish, InNormal, BlurAmount, BlurSamples) // texture // { average texture_map { #declare iCount = 0; #declare S = seed(0); #while (iCount < BlurSamples) [ 1 // The pigment of the object: pigment { InPigment } // The surface finish: finish { InFinish } // This is the actual trick: normal { average normal_map { [1 bumps BlurAmount translate <rand(S),rand(S),rand(S)>*100 scale 0.001] [1 InNormal] } } ] #declare iCount = iCount + 1; #end } // } #end // this method is faster, but requires a focal blur and/or extra antialiasing to smooth out the pixelation #macro BlurredReflectionSingleNormals(InPigment, InFinish, InNormal, BlurAmount) // texture // { pigment { InPigment } finish { InFinish } normal { InNormal } normal {bumps BlurAmount scale 0.001} // } #end #if (Use_BlurRef = true) #ifndef (Use_BlurAmt) #declare Use_BlurAmt = 0.05; #end // amount of surface reflection blurring #macro ldrawBuildTex(basePigment, baseNormal, baseFinish, pngIdx) #if (pngIdx<0) BlurredReflectionSingleNormals(basePigment, baseFinish, baseNormal, Use_BlurAmt) #else texture { pigment { uv_mapping image_map { png getPngName(pngIdx) getPngMapType(pngIdx) interpolate 2 } getPngWarp(pngIdx) } } texture { BlurredReflectionSingleNormals(basePigment, baseFinish, baseNormal, Use_BlurAmt) } #end #end #else #macro ldrawBuildTex(basePigment, baseNormal, baseFinish, pngIdx) #if (pngIdx<0) pigment { basePigment } normal { baseNormal } finish { baseFinish } #else #local texPigment= pigment { uv_mapping image_map { png getPngName(pngIdx) getPngMapType(pngIdx) interpolate 2 } getPngWarp(pngIdx) } #local result = texture { pigment { basePigment } normal { baseNormal } finish { baseFinish } } texture { pigment { texPigment } } result #end #end #end

Unfortunately, there's no way to differentiate between ABS (solid) and Polycarbonate (clear) plastics. Could you add another column to the `ldColor` array for the `BlurAmount` value, in addition to `ior`? It would be great.

See also:

https://www.eurobricks.com/forum/index.p...e-realism/
http://news.povray.org/povray.binaries.i...ay.org%3E/


Thanks!
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Messages In This Thread
LDCad POVray export - by Michael Horvath - 2018-02-17, 21:47
RE: LDCad POVray export - by Roland Melkert - 2018-02-18, 21:01
RE: LDCad POVray export - by Michael Horvath - 2018-02-18, 21:28
RE: LDCad POVray export - by Roland Melkert - 2018-02-18, 21:48
RE: LDCad POVray export - by Michael Horvath - 2018-02-18, 23:03
RE: LDCad POVray export - by Orion Pobursky - 2018-02-18, 23:31
RE: LDCad POVray export - by Michael Horvath - 2018-02-18, 23:43
RE: LDCad POVray export - by Orion Pobursky - 2018-02-18, 23:50
RE: LDCad POVray export - by Orion Pobursky - 2018-02-19, 2:05
RE: LDCad POVray export - by Michael Horvath - 2018-03-03, 12:18
RE: LDCad POVray export - by Philippe Hurbain - 2018-03-03, 13:10
RE: LDCad POVray export - by Roland Melkert - 2018-03-03, 18:06
RE: LDCad POVray export - by Roland Melkert - 2018-02-19, 18:34

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