View Full Version : controling the luminosity of a reflected image on an object..how?
yolao 11-18-2005, 08:29 PM hey.
I have an eye that i made in 3 parts -sclera and iris- pupil- and cornea...i turn transparendy of it up, the eccentricity to 0.050, specular roll off to 1.000, specular color all the way up, and reflectivity to 0.240...i leave the reflected color black and i load a lanscape in order to have a reflection in the eye...My problem is that with that image loaded i get more luminosity that i need in the eye...and i a turn down a little the reflectivity the image almost disappear, i know that the reflection also have some luminosity but i don`t get the results that i want in that way....
-what i want to know is if there is a way of controling the luminosity of a reflected image with out disappear to much the image it self...
here is an example of what i want to achieve for the eyes that i made....is a girl made by Liam Kemp....as you can see it has an image reflected in to the eyes but the eyes has good amount of luminosity...not much....and still you can see the reflection on them..
http://www.raph.com/3dartists/artgallery/6255.jpg
please!! any help regarding to the reflection and any other tip to achieve this kind of eyes is welcome and appreciate.
Thanks in advance
Cheers
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fabergambis
11-19-2005, 12:51 AM
I had the same problem with MR physic shaders and someone told me that the sum of diffuse and reflection must be less than 1 (please correct me if I'm wrong).
If I understand your problem, this should be the solution.
Hope I help you.
Bye.
yolao
11-19-2005, 12:59 AM
I had the same problem with MR physic shaders and someone told me that the sum of diffuse and reflection must be less than 1 (please correct me if I'm wrong).
If I understand your problem, this should be the solution.
Hope I help you.
Bye.
thank you very much Fabrizio for your help, actually i have in the blinn cornea attributes a
diffuse of 0 and a reflectivity of 0.215....and if i turn that down the reflected image almost dissapear and if i turn that up i can see more the image but the eye get to much luminosity.
What can i do?
fabergambis
11-19-2005, 01:07 AM
How much is the diffuse attribute of the reflected image? It should be less than 0.785 I think...
If it's right, why don't you try to turn down the light(s)?
I suppose it should work this way...I hope...
yolao
11-19-2005, 02:18 AM
Fabrizio, i load the image in the reflected color that i leave in black, but the diffuse that i turn down is from the cornea material wich is blinn, is that diffuse what you mean?....
if not how can i acces to the diffuse of the reflected image?
thanks
fabergambis
11-19-2005, 10:55 AM
Wich material is the reflected image? I suppose you create an IBL, or a poly plane or something like that...I think you have to turn down the diffuse of that material, not the eye material.
Or in some case both materials. Try to post more precisely your scene materials.
yolao
11-19-2005, 01:35 PM
Wich material is the reflected image? I suppose you create an IBL, or a poly plane or something like that...I think you have to turn down the diffuse of that material, not the eye material.
Or in some case both materials. Try to post more precisely your scene materials.
no..no poly plane...i load the image in to the reflected color by hityng the little icon that is in the right side of the reflected color on the atributes of the cornea material...wich is blinn, and i made that with spherical projection.
mmm... maybe a poly plane in the distance would work better...
fabergambis
11-19-2005, 02:26 PM
I never tried this way so I can't talk about. I suggest you to create a simple lambert or DGS polyplane with the image planar mapped; it should work better and you should control more attributes than your way. If you're able to use MR shaders, why don't you try to substitute your Blinn with a DGS with no glossy reflections? It's faster than blinn and it's very easy to use.
Just put your texture map on diffuse slot and turn up specular attribute at the same value of your Blinn reflectivity (about 0.250 I think it's enough good).
yolao
11-19-2005, 03:14 PM
I never tried this way so I can't talk about. I suggest you to create a simple lambert or DGS polyplane with the image planar mapped; it should work better and you should control more attributes than your way. If you're able to use MR shaders, why don't you try to substitute your Blinn with a DGS with no glossy reflections? It's faster than blinn and it's very easy to use.
Just put your texture map on diffuse slot and turn up specular attribute at the same value of your Blinn reflectivity (about 0.250 I think it's enough good).
thanks Fabrizio, i will try that...
cheers
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