View Full Version : Additive Reflections in MR
Buexe 07-08-2007, 01:33 AM Hi, I would like a pair of 3D eyes to have nice reflections. So the actual eyeball is a piece of geometry and the Cornea is a piece. I thought it would be very simple to make the Cornea transparent and give it just a few reflections. But somehow this isn`t working. Mostly because the Cornea influences the color of the eyeball, it makes it darker, although I take it out of FG and have it neither cast shadows nor receive shadows. What`s the standard procedure here? I thought this must have been askes a million times, but I haven`t found a thread on it yet, should I try this raytype shader thing? Thanks in advance if you have any advice, I spend already some time on this and can not find a solution.
cheers
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one little unknown fact about FG is this.. any object in a scene that's opaque and not actually hidden in the scene WILL block bounce light(secondary bounce like objects emitting light,camera background and hdri with lighting off! actual light sources will not be blocked but bounce light will, meaning the light source's bounce light will also be blocked) no matter what flag you set to it! try it in a new scene, make a room out of a bunch of walls and make 1 wall with prim visiblity off and FG off too, make the background emit color(fg emit) to light the scene..disable default light in render globals and render you will see that the inside of the room is still dark light wont pass that invisible wall. BUG? so if you have something over your eyeball what you want to do is raise ray counts and use a raytype shader to have the object completely transparent for FG calculation you need enough rays/depth so FG will calculate and pass through that and light the eyeball. you could do it in a pass too if it raises rendertime too much.
Buexe
07-10-2007, 09:00 PM
thanks for your response, gal. I thought that I could remove objects from the FG calculation by setting the appropriate Flags in the Shape node` s mental ray section. But it seems you are right and I will try your suggestions asap. Thanks!
Buexe
07-22-2007, 10:04 PM
I played around with the mia_material the other day and it seems that it does the job. I can have a separate piece of geometry for the reflections on my character`s eyes and have the FG calculation on the actual eyes unaltered. :applause:
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07-22-2007, 10:04 PM
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