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View Full Version : 3ds max : blurry reflection on floating plane?


h2k47
02-10-2009, 12:50 AM
Hello everyone,

Its a mystery to me ..hopefully someone can explain..

in the first pic, a chamfered box and a plane, I marked the chamfered box's 'plane' that is facing the screen as '1' and the floating isolated plane as '2'.

Now, supposedly, '1' and '2' are both 100 % planar, how come that '1' is NOT blurring and ruining reflections as '2' is doing although that '2' is originally a detached element of the exact chamfered box.

The second and third pics are to show how positioing '2' in the same position as '1' didnt solve the problem while in the third pic i had increased the poly count of '2' and still no effect. I have also tried adding UVWMap to '2' but no luck.

anyone can help to explain how can we have a complete planar object to display non-blurry and perfect reflection without it being attached to a curved surface?

thanks in advance..


using 3ds max 2009 - vray 1.5

Pic 1 : http://img301.imageshack.us/my.php?image=testplane1gu1.jpg
pic 2 : http://img15.imageshack.us/my.php?image=testplane2dr7.jpg
pic 3 : http://img301.imageshack.us/my.php?image=testplane3ot0.jpg

gruhn
02-10-2009, 05:29 AM
The problem is not that the plane is broken, but that the chamfer box is.

It's all about surface normals and smoothing. We see the front of the box as planar, but it is in the same smoothing group as all the sides. Because of this its surface normals don't point straight out in accordance with the geometry, but bow out like pins on a cactus. The reflection thing comes in and says "which way is this bit here pointing?" and the normals say "right over there". "OK, how about this point to the left just a little bit?" "That's angled away off from the other one a bit." Add this up and you get a "objects are closer than they appear" mirror. On the detached plane, it has no neighbours to influence its normals so the conversation looks more like this "which way is this bit here pointing?" "right over there." "OK, here to the left a bit?" "Exact same way, it'll reflect whatever is right next to the previous reflection" and across the surface and you will get a small portion of the environment.

You may be able to change the issue to your satisfaction with the Edit Normals modifier. It seems pretty easy to use and pretty easy to get "interesting" results from.

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