|
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 --- Unsubscribe? Mail
Majordomo(at)Softimage.COM with the following text in body: unsubscribe xsi
|