Re: Glossy Reflection Bug?

Date : Thu, 27 Oct 2005 09:43:29 +0200
To : XSI(at)Softimage.COM
From : Arvid Björn <arvid.bjorn(at)palladiumfilm.com>
Subject : Re: Glossy Reflection Bug?

Any known reason for leaving that out of the regular phong, by the way?


Reinhard Claus wrote:

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