Hi Sandy,
Unfortunately anything you do standard won't work. Because as soon as
you oveerride the material it will change in the reflections too.
I'd suggest to softimage the idea of an underride node for the
rendertree - it pulls whatever would have been at a given point if the
current material wasn't applied. So from in a partition material you
could get the surface input from the material "below" (i.e. group, or
branch or local or whatever it may be). This would allow you to do
that among other things. Unfortunately they didn't seem particularly
taken with the idea.
The good side is I found an alternative for getting a proper
reflection pass. You can write a lens shader which will only return
the reflection. Though unfortunately it doesn't do partial
reflectivity - so you'll get 100% from any reflection. Though you can
then create another pass to get the amount of reflectivity from each
object.
Let me know if you'd like details on the shader.
Cheers,
Alan.
On 8/15/06, Sandy E. Sutherland <sandy(at)waterfrontstudios.co.za> wrote:
Hi Kim,
We just thought of that - going to have to do that - a constant shader with reflection and incidence to match sorta thing!!! Would have thought there would have been a way to do it with partitions, but seems there isn't!!!
Thanks for your help
S.
-----Original Message-----
From: owner-xsi(at)Softimage.COM on behalf of kim aldis
Sent: Tue 8/15/2006 10:04 AM
To: XSI(at)Softimage.COM
Subject: RE: A reflection pass question
Material override on a partition?
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Sandy E. Sutherland
Sent: 15 August 2006 08:57
To: XSI(at)Softimage.COM
Subject: A reflection pass question
Hi All,
Funny thing - I have not thought about before - but how do you setup a
reflection pass that has just the reflections of everything in the scene
reflecting everything else - it is easy if you want to have the reflections
of an object in another - two partitions does it, but when everything needs
to have reflections on, it does not work - as soon as you switch off primary
rays, or diffuse_inuse you get nothing at all when it is all in one
partition!! Anyone got a solution for this, other than breaking up the
render into different reflection passes, with different objects in each
pass???
Thanks
S.
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