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
<mailto: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
<mailto: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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<mailto:Majordomo(at)Softimage.COM> with the following text in body:
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