Re: reflection affecting refraction?

Date : Wed, 1 Aug 2007 15:01:32 -0400
To : XSI(at)Softimage.COM
From : "Kris Rivel" <krisrivel(at)gmail.com>
Subject : Re: reflection affecting refraction?
Ah ok, thanks.  So basically, when everyone is saying to boost your refraction depth for glassy things, really we should be increasing reflection as well....interesting.  So I assume the black then in this case is the reflected refraction ray bouncing around inside and reaching a limit?

Kris

On 8/1/07, Francois Lord <francoislord(at)gmail.com> wrote:
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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