Hi Michaël,
I can think of a couple of options. You could just limit your
reflection depth to one ray - this way only the first hit surface
would reflect I expect ( though I'm not 100% certain this will work as
expected - it depends when state variables get updated).
Alternatively you could make a material which has you current setup
for eyes rays and a sprite shader for reflection rays. This way when
your object appears in the inner reflection it will just let the ray
pass through as if it wasn't there.
Cheers,
Alan.
On 6/18/07, Michaël Bentitou <michaelb(at)hybride.com> wrote:
Hi list –
I have this object, say a rounded rectangle. On one side, there's an
emboss - it's actual geometry. The object is refracting and reflecting. It
looks good and all except the backside of the object is reflecting the
emboss in the front. That's what I would like to avoid.
Can I control the Reflection and Refraction based on distance to get
around this? Is it possible? Any other suggestions?
Thanks,
-=mb.
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