I don't think this is a bug in the first image.
The reflection on the floor acts like a "camera" looking from below, so all angle-dependant things like reflection and highlights will change. To me it looks perfectly normal?
The second image isn't that much different.
The highlight on the floor is reflected on the cylinder?
Again, because the cylinder acts like a stretched fisheye lens, the highlight looks very different.
I just tried it in reality and life seems to work the same ;-)
But I may have missed your point?
Cheers,
Thomas Helzle
On Thu, 18 Aug 2005 11:23:38 +0200, Stefan Andersson <sanders3d(at)gmail.com> wrote:
and it get's even more wierd if I turn on reflectivity on the
cylinder.... (and uncheck the highlight on the cylinders phong
shader).
http://stefan.sanders3d.com/highlight2.jpg
regards
stefan andersson
On 8/18/05, Stefan Andersson <sanders3d(at)gmail.com> wrote:
I'm experiencing a strange highlight bug, anyone else that can confirm it?
http://stefan.sanders3d.com/highlight.jpg
Place a grid and put a cylinder on top of it. Apply two phong shaders.
Make the grid reflective (0.4), and raise the specular decay on the
cylinder to about 230.
Also.. does this exist in 5.0?
regards
stefan andersson
--
Senior Pixel Abuser (at) http://www.stopost.se/
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