Re[2]: Creating reflective glass but not the usual way!

Date : Sun, 1 Jan 2006 23:31:55 -0500
To : Tim Leydecker <XSI(at)Softimage.COM>
From : Christopher <walksfar(at)netscape.ca>
Subject : Re[2]: Creating reflective glass but not the usual way!
Hello Tim, thank you for your help I will try it and get back to you
shortly.  I have lit my scene using regular lights no Final gathering
or HDRI.  I may try Final Gathering but the scene will be animated so
I don't want to rely on FG or HDRI I just use my regular light setup

Christopher



Sunday, January 1, 2006, 8:42:54 PM, you wrote:

> 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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-- 
Best regards,
 Christopher                            mailto:walksfar(at)netscape.ca


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