Re: reflection affecting refraction?

Date : Thu, 02 Aug 2007 11:24:30 +0200
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: reflection affecting refraction?
You can work around that by plugging an environment mapping shader, set up with a texture having scene-related colours, into the material. It will blend in where the black artifacts appear.

   -André


Francois Lord wrote:
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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