Re: Glossy Reflection Bug?

Date : Thu, 27 Oct 2005 11:24:32 +0200
To : XSI(at)Softimage.COM
From : Arvid Björn <arvid.bjorn(at)palladiumfilm.com>
Subject : Re: Glossy Reflection Bug?
Unless there's speed issues, I'd prefer a couple of more tabs to not having options exposed in the interface, I mean, if they're already there anyway.

Reinhard Claus wrote:

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

It would make sense. It might be that the intention was not to cram too many items into one page.

>> I also would expect the reflected sphere on the floor to be less blurred
>> than it is now. (but thats subjective)
>> the blur would have to be related to the depth/distance.


that's interesting - I remember a thread here about depth-of-field: it came out that for computing the dof radius, the total raylength must be taken into account - not the direct/eye distance. This would matter here because the reflected environment has a longer total raylength than the local sphere/grid eye ray.
I don't know though if would be the same issue with glossy reflections. It seems wrong in the picture, although intuitively, the physical principles behind dof/glossy should be similar!?


Reinhard
2005/10/27, Arvid Björn <arvid.bjorn(at)palladiumfilm.com <mailto:arvid.bjorn(at)palladiumfilm.com>>:



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>
    > <mailto: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
    >
    >     ---
    >     Unsubscribe? Mail Majordomo(at)Softimage.COM
    <mailto:Majordomo(at)Softimage.COM>
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    <mailto:Majordomo(at)Softimage.COM>> with the following text in body:
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    >
    >
    >
    > 2005/10/26, Michael Klein <forum(at)virtualrepublic.org
    <mailto:forum(at)virtualrepublic.org>
    > <mailto: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
    >
    >     ---
    >     Unsubscribe? Mail Majordomo(at)Softimage.COM
    <mailto:Majordomo(at)Softimage.COM>
    >     <mailto:Majordomo(at)Softimage.COM
    <mailto:Majordomo(at)Softimage.COM>> with the following text in body:
    >     unsubscribe xsi
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2005/10/27, Michael Klein <forum(at)virtualrepublic.org <mailto:forum(at)virtualrepublic.org>>:


    I do not agree ... visually it's wrong!

    ------------------------------------------------------------------------
    *From:* owner-xsi(at)Softimage.COM <mailto:owner-xsi(at)Softimage.COM>
    [mailto:owner-xsi(at)Softimage.COM <mailto:owner-xsi(at)Softimage.COM>]
    *On Behalf Of *Reinhard Claus
    *Sent:* Wednesday, October 26, 2005 11:30 PM
    *To:* XSI(at)Softimage.COM <mailto:XSI(at)Softimage.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
    <mailto:forum(at)virtualrepublic.org>>:

        Hi,

        I have an interesting problem.

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