Total Internal Reflection -
http://en.wikipedia.org/wiki/Total_internal_reflection
This is a phenomenon that happens in real life and in the mathematical
formulas that govern refraction.
When a ray tries to go from the inside of a refractive object to the
outside, past a certain angle it can't. It is reflected instead.
This is what happens when you swim under water and you look up the
surface. You can clearly see a line where the ouside ends, and the
bottom of the pool is reflected.
Like in this image. http://www.nies.ch/diving/maggia/dscn1621.jpg
Kris Rivel wrote:
So I'm building your typical extreme glassy, displaced dohicky. Was
getting your usual black refraction artifacts. Boosted the refraction
depth to astronomical values which worked nicely but I was still
getting some blackness. After messing around with just about every
shader including the architectural shaders and the diffraction shader,
I discovered that raising the reflection depth eliminated some of the
black artifacts. Can someone please tell me why this is so when my
object currently has no reflection whatsoever?
Kris
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