Re: Sprites and environment maps refraction

Date : Mon, 10 Apr 2006 19:01:21 +0200
To : <XSI(at)Softimage.COM>
From : "Morten Bartholdy" <xsi(at)colorshopvfx.dk>
Subject : Re: Sprites and environment maps refraction
Try this one:
 
 
- Morten
 
 
 
----- Original Message -----
Sent: Monday, April 10, 2006 6:32 PM
Subject: Re: Sprites and environment maps refraction

Can you send a repro-scene ? Works fine here as far as I understand ?

On 4/10/06, Morten Bartholdy <xsi(at)colorshopvfx.dk> wrote:
No it removes the refraction entirely.
 
- Morten
 
----- Original Message -----
From: Alan Jones
Sent: Monday, April 10, 2006 6:09 PM
Subject: Re: Sprites and environment maps refraction

 
Guillaume's suggestion didn't fix that?

On 4/10/06, Morten Bartholdy <xsi(at)colorshopvfx.dk > wrote:
Actually the problem is a bit worse even - see here:
 
 
Notice how the transparent part of the Sprite shader affects what's behind.
 
 
- Morten
 
 
 
----- Original Message -----
Sent: Monday, April 10, 2006 5:34 PM
Subject: Re: Sprites and environment maps refraction

 
No Alan I'm not using the rasterizer atm.
 
You can see the problem here:
 
 
What I think I would like is the Environment node to have Background Intensity split into refracted and non refracted rays - perhaps there is a way to do that in the Render Tree but I haven't found it yet.
 
- Morten
 
 
----- Original Message -----
From: Alan Jones
Sent: Monday, April 10, 2006 5:11 PM
Subject: Re: Sprites and environment maps refraction

 
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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