This is exactly what i'm after, you couldn't go into a little bit more
detail on how I could pull this off?
And to Kim, yeah I know I have to spend a little more time in the
rendertree I have been and I understand much more I know those two
clr2slcr nodes were not needed i'll put the excuse on I was tired
probably at that time :)
Thank You all
Christopher
Saturday, December 31, 2005, 5:52:52 AM, you wrote:
> Hi Christopher,
> I guess you´re trying to get that distinct *white stripes across
> window* look, as in toons or carphotography but don´t want
> to have anything else (of the environment) appear reflected?
> There´s at least two different ways, depending on wether the
> reflection should change depending on the cameraposition or not.
> If the reflection is supposed to change depending on viewingangle
> you´d probably stick with an environment map, the more abstract
> the more stylish/stylized the result. You´d most likely get a good
> start by finding a chromeshader/tutorial that uses environment maps
> and just adding in transparency to that shader.
> It´s most likely going to be some sort of a black/white gradient map,
> or something with a large portion of *sky* gradient in it, I guess.
> If you map this environmenttexture using surfaceUV´s instead
> you obviously end up with a reflection independent of viewing angle.
> The other way would be to use an extra light/pass on a material
> that´s all black exept for transparency and specular, maybe even
> having refractions and comping that ontop later.
> Gives great control, adds *brilliance* and you can see the effect
> in the viewport. Also great for rimlights, backlights, filllights,
> tweaklights or whatever you´d like to call it. Usually adds
> quality and detail to a render.
> cheers
> tim
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Best regards,
Christopher mailto:walksfar(at)netscape.ca
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