Re: Buffer Channels with Transparency
| Date : Wed, 8 Aug 2007 09:32:51 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "peter boeykens" <peter_b(at)skynet.be> |
| Subject : Re: Buffer Channels with Transparency |
|
reflections should not block out the surface
beneath it, the way they do with "over".
I would NOT take the way reflections look
on a standard phong shader in XSI as a reference for how they should
look.
In cg, usually dark zones in reflections end up darkening the
surface - which looks all wrong except in "mirrored reflection" (100%
reflection)
I'm looking at the reflection of the window on my
white fridge here, and dark zones simply do not
show up in the reflections. (no light is being sent to actually get
reflected.)
it definitely looks like an additive comp - though not at 100% - which is
the way I usually comp reflections (not
screen!). You might need to darken the surface beneath it a
bit before doing so, theory being that with
more light getting reflected, less of it actually reaches the
surface. Best control is by
using the luminance of the reflections as a matte
for a darkening CC, before adding the reflections. Dont overdo that
darkening though.
Note that my approach does fit the case of mirrored reflections, that
would be black underneath with reflections added in at 100%. just my 2p
|
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