Hi Alan,
The thing is that if I limit the reflection depth to 1, I loose the
look of the render that I'm after.
I sort of understand your second suggestion, however I'm not sure how
I would go about setting that up. Using the Ray Type node? Plugging my
material in the Eyes slot, and the sprite shader in the Reflection slot?
Actually it's not letting me plug the sprite node into reflection...
I'll try to put together an image tonight and send it to you off
list.
Many thanks!
-=mb.
> -----Original Message-----
> From: Alan Jones [mailto:skyphyr(at)gmail.com]
> Sent: Monday, June 18, 2007 8:43 PM
> To: XSI(at)Softimage.COM
> Subject: Re: Controlling Reflection/Refraction
>
> 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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