Re: Sprites and environment maps refraction

Date : Mon, 10 Apr 2006 17:39:52 +0200
To : XSI(at)Softimage.COM
From : "Thomas Helzle" <xsi(at)screendream.de>
Subject : Re: Sprites and environment maps refraction
I would be interested in that too.
Equal what RAF is saying, I prefer LW clipmaps functionality for stuff like that ;-)

In my case, the sprite worked fine for direct rays, but in reflections, the clipped part was still visible - and I needed especially the reflection. After hours of testing everything I could come up with, I ended up importing the masks as EPS from Photoshop (it was stills), converting them with Curves to Mesh into shaped planes and putting the image onto that. Nothing else worked for me?

Cheers,

Thomas Helzle



On Mon, 10 Apr 2006 17:11:55 +0200, Alan Jones <skyphyr(at)gmail.com> wrote:

If I had to take a guess it'd be that you're using the rasterizer. Soft
hasn't updated their shaders to ensure they all work properly with the
rasterizer.

I assume you mean you see what's behind an area which should be opaque
right?

Cheers,

Alan.

On 4/10/06, Morten Bartholdy <xsi(at)colorshopvfx.dk> wrote:

I have a transparent object, a sheet of water, where use a sprite shader to clip the edges of the water sheet, creating a nice animatable edge using animated mattes. Works fine, but I use an environment map for reflection and refraction, and problem is can see the environment map through the part of the water sheet which is supposed to be clipped by the matte through the sprite node, which I don't want. Makes sense? I was looking at the Ray-Type switch but it doesn't seem to provide what I need.

Does someone have a tip they can share?

- Morten









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