yeah this drives me mad too.
also using a sprite as a reflecting element will occlude
the passes environment with black.
the only way to get round that was to apply the enironment
shader to the sprite refecting element as well.
_sam
SAM CUTTRISS
3D
AFICIONADO
Morten Bartholdy wrote:
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.
-----
Original Message -----
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.
-----
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 -----
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?
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