anthonymcgrath
09-02-2004, 11:20 AM
Reet - I've modelled a skyline (yep.. me too!!) as its plainly obvious I'm never gonna own one :p
I'm currently using final gather to get reflections and I've been trying two methods. Unfortunately I have no pics yet (crappy 56k connection at home) but heres the rundown of the two methods simplified:
method 1 - blinn with reflected colour:
-created blinn
-sampler info plugged into ramp to control reflectivity of blinn
-plugged a .hdr map (pulled off hdri shop homepage..forgot url - sorry) into the reflected colour of me blinn.
-crank up spec whiteness (taking values past 1 to 2 or 2.5) to accentuate reflections
this method allows me to use my own lights in the scene but it floods the colour. Bit lost on this one and curious as to whether this is the method most would use?
method 2 - env ball mapped to sphere:
-created poly sphere
-applied surface shader
-plugged same .hdr map into image. Image plugged into env ball texture.
the second method yields much better reflections. I have no reflection map on my blinn but the same sampler info node plugged to the reflectivity of it. the envball seems to work much nicer than method1 which is strange as I expected it to simply light the scene.
I've had a nebb thru the posts online here but not found alot really on this so I'm just wondering if these are good starting points and which one most bods would prefer. I'm aware theres alot more than just the reflections to work on rendering a car and I plan to add bumps and spec maps and the like later but I'm just wondering what ppl's thoughts are on the reflections.
I'll try n get some pics up tonight but in the meantime - any opinions would be cool.
I'm currently using final gather to get reflections and I've been trying two methods. Unfortunately I have no pics yet (crappy 56k connection at home) but heres the rundown of the two methods simplified:
method 1 - blinn with reflected colour:
-created blinn
-sampler info plugged into ramp to control reflectivity of blinn
-plugged a .hdr map (pulled off hdri shop homepage..forgot url - sorry) into the reflected colour of me blinn.
-crank up spec whiteness (taking values past 1 to 2 or 2.5) to accentuate reflections
this method allows me to use my own lights in the scene but it floods the colour. Bit lost on this one and curious as to whether this is the method most would use?
method 2 - env ball mapped to sphere:
-created poly sphere
-applied surface shader
-plugged same .hdr map into image. Image plugged into env ball texture.
the second method yields much better reflections. I have no reflection map on my blinn but the same sampler info node plugged to the reflectivity of it. the envball seems to work much nicer than method1 which is strange as I expected it to simply light the scene.
I've had a nebb thru the posts online here but not found alot really on this so I'm just wondering if these are good starting points and which one most bods would prefer. I'm aware theres alot more than just the reflections to work on rendering a car and I plan to add bumps and spec maps and the like later but I'm just wondering what ppl's thoughts are on the reflections.
I'll try n get some pics up tonight but in the meantime - any opinions would be cool.
