Re: Glossy Reflection Bug?

Date : Wed, 26 Oct 2005 23:29:36 +0200
To : XSI(at)Softimage.COM
From : Reinhard Claus <rclaus(at)gmail.com>
Subject : Re: Glossy Reflection Bug?
Hi there,

It makes sense not to calculate glossy reflections of glossy reflections but hard reflections of glossies like in your case should be ok. It seems xsi has a common raydepth counter for both glossy and hard reflections and optimizes by only calulating glossies at raydepth #1.
Ideally the two reflection types should be counted separately.

For working around this you could dump phong refl and build your own using the reflection_diffuse shader. This has a setting for glossy depth

Reinhard

2005/10/26, Michael Klein <forum(at)virtualrepublic.org>:
Hi,

I have an interesting problem.

Watch my picture at:
http://www.virtualrepublic.org/xsi/glossy_bug.jpg

You will recognize that the glossy reflection in the floor plane will
reflected normal in the sphere.
This seems wrong to me. I expect a reflected floor with a blurred
environment in the sphere.
Actually I use HDRi Environment but this occurs also with a normal textured
environment sphere.

Any ideas if this is a missing feature in the raytracing code?
How is glossy computed? By a shader alghorythm at the end?

Regards,
President Michael Klein
virtual republic

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2005/10/26, Michael Klein <forum(at)virtualrepublic.org>:
Hi,

I have an interesting problem.

Watch my picture at:
http://www.virtualrepublic.org/xsi/glossy_bug.jpg

You will recognize that the glossy reflection in the floor plane will
reflected normal in the sphere.
This seems wrong to me. I expect a reflected floor with a blurred
environment in the sphere.
Actually I use HDRi Environment but this occurs also with a normal textured
environment sphere.

Any ideas if this is a missing feature in the raytracing code?
How is glossy computed? By a shader alghorythm at the end?

Regards,
President Michael Klein
virtual republic

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