View Full Version : Two Problems In fR s-1
Whirloop 01-06-2004, 04:04 PM Hey all, i encounterd two problems when i tried to render a scene with max and finalRender s-1
The first one
here (http://www.cutetrancegirls.com/other-sites/whirloop/other/hdrproblem.jpg)
As you can see i can't get the background (wich is an HDRprobe mapped with Shrink-Wrap) to be rotated in the right direction.
I have tried to change every parameter i can think about but I simply can't rotate it right :scream:
Please help me with this one...
The second problem
here (http://www.cutetrancegirls.com/other-sites/whirloop/other/matteproblem.jpg)
(I had to rotate the whole scene to align the scene with the background)
Look at the refraction in the sphere...
I asigned fR's own matte material to a box to create shadows on the ground but the refraction shows the mattebox as if it would be completly black!
And this is not just for refraction, it gets like this when using reflection too.
If I turn of the "visible to reflection/refraction" off, the black box dissapears but the shadows created by the sphere are not visible in the refraction/reflection anymore. :surprised
If anyone could help me with this one too i would be happy.
Thanks alot :)
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Arnage
01-06-2004, 07:21 PM
For the first problem you could map the environment map on huge (far larger then the whole scene) sphere which is 100% self illuminating, this will give the same result when rendering, but it can be easily rotated however you want it to. althought the bitmap rotation controls in the map settings should be able to rotate it every way you want it to, but actually rotating the sphere is a lot easier because you can see where it's going.
Your second problem is caused by the principles of the matte material which is sort of a hack because the background is infinitely far away (for max) but it's projected on the plane, when you reflect or refract the plane it would cause big problems because for the raytracer the ground is close to the sphere and infinitely far away simultaniously, so i guess that's why fR just leaves it black. I wonder how other renderers solve this problem, maybe they have a better way of handling it, but there isn't a simple "correct" way to do it.
BTW. That's at least how i think a matte material works, please correct me if i'm wrong :p
fufanu
01-06-2004, 07:27 PM
for your first problem i'd also try the HDRI probe mapped as a spherical enviroment instead of shrink-wrap, if you haven't tried that all ready.
:wavey:
Whirloop
01-07-2004, 06:25 AM
Originally posted by fufanu
for your first problem i'd also try the HDRI probe mapped as a spherical enviroment instead of shrink-wrap, if you haven't tried that all ready.
:wavey:
Thanks but sphericalmapping solves the rotating issue but leaves me with another, since the HDRprobe is spherical you get these anyoing four black corners wich shrinkwrap removes.
Anyway, I can try to use HDRshop and warp it into a Latitude/Longitude map. Should work :)
Thanks again! :applause:
try to install sp-2 maybe this will solve your problems.
worknotplay
01-07-2004, 08:52 PM
Umm dont know if you tried this yet (probably have) but you could rotate the image in photoshop and reload it in max.
nobrain
01-08-2004, 08:40 PM
I used fr before with matte/shadow material, but with mental ray its kinda cool what it does with matte shadow, it actually lights it according to the scene almost as if its being mapped on the matte/shadow object, this eliminates intricate lighting to match background image, pretty cool effect, anyway my recommendation don't use matte shadow with fr. sounds like just a headache.
Arnage
01-08-2004, 09:05 PM
Originally posted by nobrain
I used fr before with matte/shadow material, but with mental ray its kinda cool what it does with matte shadow, it actually lights it according to the scene almost as if its being mapped on the matte/shadow object, this eliminates intricate lighting to match background image, pretty cool effect, anyway my recommendation don't use matte shadow with fr. sounds like just a headache.
But how does Mental ray handle matte + reflections/refractions? Cause what you say mental ray does can be done with fr too.
nobrain
01-08-2004, 10:02 PM
Originally posted by Arnage
But how does Mental ray handle matte + reflections/refractions? Cause what you say mental ray does can be done with fr too.
really, I never noticed, must have not been a default setting, perhaps a check box or something.
as for reflections, i dont know, but on scanline renderer the background map underlying matte object gets oversaturated and brightened. If I was at home I show you eg. this is why I never use matte shadow with reflections, but I heard that mental ray or fr have support for bump map matte shadow. do you know something about this.
Arnage
01-08-2004, 10:40 PM
hey i just found a way to make reflections work with matte in fr!
just add a standard material in the matte material slot and give it 100% transparency, render and it works! :beer:
Whirloop
01-09-2004, 03:36 PM
Yay, it works.
Only bad is you don't see the shadows/caustics in the refraction.
But getting rid of the blackness is great :thumbsup:
thanks again :)
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