Re: reflection affecting refraction?

Date : Wed, 01 Aug 2007 15:38:00 -0400
To : XSI(at)Softimage.COM
From : Francois Lord <francoislord(at)gmail.com>
Subject : Re: reflection affecting refraction?
exactly.

Kris Rivel wrote:
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 <mailto: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
    <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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