>> 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
>
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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
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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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