sanostol Posted February 19, 2008 Share Posted February 19, 2008 (edited) Hi, I want to blur my environment reflections, during the rendering and discovered that the environment function offers this if I specify a cone defined by 4 vectors , hugh. Correct me if I'm allready wrong. now how can i determine this 4 vectors defining that cone. accoring to the reflection ray? EDIT: Sorry, wrong place, should be in shaders Edited February 19, 2008 by sanostol Quote Link to comment Share on other sites More sharing options...
symek Posted February 19, 2008 Share Posted February 19, 2008 (edited) Hi, I want to blur my environment reflections, during the rendering and discovered that the environment function offers this if I specify a cone defined by 4 vectors , hugh. Correct me if I'm allready wrong. now how can i determine this 4 vectors defining that cone. accoring to the reflection ray?EDIT: Sorry, wrong place, should be in shaders environment() has two version as you see in docs. Second one, as I suppose filters map in respect to multiply reflect vectors similar to sampling in occlusion().This is more advanced usage and I assume you can start with simpler approach on a begging and then proceed further if you won't be satisfied with your results. You can try filtering options available for every texture related function in VEX: http://www.sidefx.com/docs/houdini9.1/vex/...xts#imagefilter Something like (ad hoc, not tested): surface environ (string map = ""; float amount = 2;) { nml = frontface(normalize(N), I); R = reflect(normalize(I), nml); Cf = environment(map, R, "pixelblur", amount); } "pixelblur" filters texture in in respect to pixels of texture while "filter" in respect of micro-polygons. Edited February 19, 2008 by SYmek Quote Link to comment Share on other sites More sharing options...
sanostol Posted February 21, 2008 Author Share Posted February 21, 2008 thanks, I got it to work. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.