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Blurring reflections

Posted: Fri Jul 12, 2019 8:01 pm
by pbacot
I want to blur the perfect reflection of polished concrete. I wonder if there is a procedural bump or other method to get uneven blurring of a reflection so that either 1) It's all streaked or blurred as with a motion blur and (possibly?) 2) and some of it is further obscured to reflect realistic variation in the slab. Here is an example photo. I like the perfect reflection moderate but having all of it reflect so well is wrong. I have compensated by adding a stroke and blur in postpro. However with the iterations of a current project this is time consuming.

The example of the slightly blurred fine reflection in the photo is good, and then there are also places where the surface obscures the reflection, which would be nice to know as well.

Re: Blurring reflections

Posted: Sun Jul 14, 2019 11:18 pm
by tuna57
It's something that can be done in the Deep Material Editor. I'm no "whiz kid" at it but doing some tests right now. If I can get a result that I think you might like I'll post up how I got there. In the meantime maybe one of the guru's will throw in a more "plug and play" answer. I don't want to throw out specific "do this or that" with out some quick tests of how I'm going about it. :totgm:

Re: Blurring reflections

Posted: Mon Jul 15, 2019 2:12 am
by ntxdave
While it will not really blur the reflection, have you tried adjusting the reflectivity setting for the material for thr floor?

I do not have access to my computer right now so I can not show the setting I am referencing.

Re: Blurring reflections

Posted: Mon Jul 15, 2019 3:20 am
by tuna57
pbacot , Dummy me should have asked you if you have specular and bump maps for your concrete floor texture ?
If you do try assigning your Template > Perfect Reflection > Moderate for the concrete texture and plug in the bump map with a low strength to start with. Convert this to a Deep Material and add your specular map in the specular channel . Maybe this will get you the result you want without getting into more complex stuff on the Deep Material side.......

Re: Blurring reflections

Posted: Mon Jul 15, 2019 3:25 am
by pbacot
I'll check. I downloaded a high quality texture as I recall and it may have version with the other maps.

Dave I wonder if I should try adjusting the shininess or Ior

Re: Blurring reflections

Posted: Mon Jul 15, 2019 4:24 am
by tuna57
I've got a test running now..... It's on the "Vault" model I posted over in Work in Progress. I changed out the floor texture to a higher polished one and set it up like I proposed in my earlier post. Going to let it run about 25 passes, should give you an idea if it's similar in look to what your shooting for......

Re: Blurring reflections

Posted: Mon Jul 15, 2019 4:31 pm
by pbacot
Thanks!

Re: Blurring reflections

Posted: Mon Jul 15, 2019 6:55 pm
by tuna57
pbacot , maybe this might get what you want ...... the floor texture is a " polished concrete aggregate " that I downloaded sometime back from I think the resource section of the forum.

First image the template for the floor is Perfect Reflection > Moderate , no bump map

Second image template is Perfect Reflection > Moderate , bump map with strength set to 0.050. The light bump effect does give slight blurring of the reflections with out totally wiping them out. Not sure what what a bump map would do with the texture your using but possibly a noise map would also work.

Both images rendered Easy 9 , 10 passes.

I do know a "Dirt/Grunge" map can also be layered into the mix in the Deep Material editor. I just haven't figured it out to my satisfaction yet :! .

Re: Blurring reflections

Posted: Tue Jul 16, 2019 12:01 am
by pbacot
That looks pretty good! I wonder if there's some way to make some parts clear and others more blurry. I have ended up changing the light some and that does cause an effect where in some better lit areas the direct light overcomes the reflection. Thank you!

Re: Blurring reflections

Posted: Tue Jul 16, 2019 2:39 pm
by Fletch
Using reflection map in the deep material editor allows you to choose parts of the texture to be highly reflective, or low reflective. The reflection map will be black and white/greyscale, where white is high reflectivity and black is low/no reflectivity.

Try the Template "Advanced Reflection::Concrete, Mapped Reflection and you can use a procedural in the Reflection channel to see what I mean. Black in the procedural or any reflection map will be set to the "min. shininess" number, and the white will be the full "Shine Range".