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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