Re: Creating reflective glass but not the usual way!

Date : Mon, 2 Jan 2006 02:42:54 +0100
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Creating reflective glass but not the usual way!
Todd is right, I was suggesting you take the time to first
look at the settings and connections of the individual
sample shaders/materials to get an idea which does what.

The learning experience I had hoped you to reach was
to get you confident enough to jump into the thicks and
have you willingly embrace the basic principle of *googling*.

It´s no problem to bump into problems, having to admit
one hits a wall or getting stuck with a wheel BUT chances
are someone had the same problems allready and is now
more that willing to share his results by writing a tutorial-

You´ll just need to find it...

Which is still the same for everyone else, I still suck at
using XSI therfore can only give you *generic tips* that
should get you closer. I´d have to test/look into the details
just the same way as everybody else, google first, then ask.

*Make the materialcolor black/blueishblack/greenish black
*Make it transparent (90-99%)
*set reflectivity to a value higher than 0,0001, e.g. ~0,25-0,99.
*I you must use raytracing, make sure there´s an environment
that makes sense being raytraced, start with a sphere mapped
with some sort of interesting cityscape/urban/landscape theme.
*Use the same map as above as an environment mapped texture.
This may not require raytracing, but since you´ll probably want
to use FinalGathering anyway...you could just start using *any*
*.hdr image to light your scene, as long as it is not too uniform
in luminance distribution, reflections often look cool because
of the detail they seam to *superimpose* onto a surface.

Can´t say much more I´m afraid. Need to find another solution
here first...umhm, it´s quite late allready. Whatever.

Just try it,

Cheers


tim


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