![]() |
TG Blur Reflect |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
PARAMETERS |
![]() |
![]() |
![]() |
Listing : Blur Amount |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Range : 0 to 10 Controls the separation between the maximum shifted blurred reflection and the ordinary reflection. A higher value means that the blurred reflection is shifted further from the ordinary reflection. This will give a greater blur, but will usually require more Blur Steps in order to look convincing. |
|
|
|
![]() |
![]() |
![]() |
Sample spheres showing how Blur Amount affects the spacing of the reflections. Here, a simple red cube is being reflected. Only 1 blur step is used, with a Blur Fade of 1 (so that the shifted reflection has the same intensity as the initial reflection), and some Fresnel settings were applied to darken the reflection ( so that the sphere itself is visible against the background). These images also give a good illustration as to how the shader achieves its effects. |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Range : 0 to 10 Sets how many reflections are generated between the conventional, ordinary reflection and the maximum shifted blurred reflection (as controlled by Blur Amount). The higher the value of Blur Steps, the more “in between” reflections are calculated, so the smoother the result, but at the expense of a slower render. For low values in Blur Amount (of 0.4 or less), a Blur Step of 1 may be all that is required. |
|
|
![]() |
![]() |
![]() |
This render uses exactly the same settings as the previous Blur Amount 2 render, but varying the Blur Steps from the previous value of 1 - note the extra reflections that appear with each increase in the Blur Steps parameter. |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Range : 0 to 1 Each of the shifted reflections takes it strength as being a certain percentage of the previous reflection, so that each shifted reflection gradually gets weaker. With a Blur Step Fade of 0.8, for example, the first in-between reflection is 0.8 times as strong as the conventional reflection; the next reflection calculated will be 0.8 times as strong as the second reflection - ie, 0.64 times the strength of the conventional reflection - and so on. Note that at a value of 1, each reflection is given equally priority (each is as strong as the other), and there is no fade toward the outer edge of the blur. |
|
|
|
![]() |
![]() |
![]() |
Illustration of the effect of Blur Step Fade (using Blur Amount of 2.5, and 2 Blur Steps). As the Blur Step Fade is lowered, each successive reflection has a weaker effect. |
![]() |
![]() |
![]() |
Note that because of the way the shader adds the reflections together (to ensure that the overall effect doesn’t get brighter with increasing Blur Steps), lower Blur Step Fades here result in a brighter initial reflection of the cube - this is because the red of the cube is being mixed with the grey background picked up from the shifted reflections, and with lower Step Fades, the strength of the grey background added in is lessened, leaving the initial reflection a brighter and stronger red. This is less of an issue with smaller (more sensible!) Blur Amount values, but it is worth noting in these examples, and bearing in mind when you use the shader. Another thing to bear in mind that the Step Fade value may need to be increased as the number of Blur Steps is increased. For example, if you note the right image above, the final reflection is almost invisible, and any further Blur Steps would result in reflections which were not significantly visible, increasing render time for no visible effect - a higher Blur Step Fade would keep the outermost reflection more visible even with more Blur Steps. |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
|
![]() |
![]() |
![]() |
Renders with only some of the directions selected. |
![]() |
![]() |
![]() |
As with the Blur Step Fade examples, note that the extra direction adds in “more grey” to the reflections of the cube, resulting in a less intense red colour. The reason behind this is the same as for the Blur Step Fade examples. |