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Pseudonym
08-15-2003, 02:58 AM
The reflection channel seems to affect ray traced reflections but not environment reflections. Is it possible to have a material's reflection channel do the latter?

Also, is it possible to rotate an environment texture to change where the texture seam falls on an object?

ndat
08-15-2003, 05:33 AM
I'm not sure what you mean in the first question its kinda late and its confusing me :).

to the second question, yes it is.

All you have to do is either change the type of maping. Sometimes it helps and its faster than doing it yourslef. Or you can click the texture axis tool or the texture tool and rotate it manualy. Of coars its tricky since you cant see it in your editor window.

reply back if I answered wrong or I wanst clear enough

Good luck :) -- ndat

Pseudonym
08-15-2003, 07:15 AM
Thanks for replying.

Okay, to clarify: if I load a black and white image into the reflection channel, white areas will show raytraced reflections and black areas won't. However, an environment map will be unaffected by the image and hence reflected over the whole surface.

It should be possible to use a greyscale texture to control how an environment map is reflected.

The texture axis tool does not change the location of the environment map seam as the map is not applied directly to the object, it is reflected onto the object. LightWave has a 'seam angle' setting which allows environment maps to be rotated. I'm looking for a similar function in C4D.

Originally posted by ndat
I'm not sure what you mean in the first question its kinda late and its confusing me :).

to the second question, yes it is.

All you have to do is either change the type of maping. Sometimes it helps and its faster than doing it yourslef. Or you can click the texture axis tool or the texture tool and rotate it manualy. Of coars its tricky since you cant see it in your editor window.

reply back if I answered wrong or I wanst clear enough

Good luck :) -- ndat

Per-Anders
08-15-2003, 07:34 AM
to answer your first question, make a second material with no environment map, and put the pattern you want to appear in the alpha channel, then put this material on top of the environment channel on your object.

AdamT
08-15-2003, 07:34 AM
You can do what you're trying to do but it's a little indirect. In order to black out part of the environment map use a fusion component in the environment channel. Place your enviromap in the Fusion's base channel and your mask in the mask channel. And of course check "Use Mask".

In order to rotate the envirmap use a bhodiNUT Projector component in the enviro channel and change the X offset in the projector settings.

You can combine the above by putting the projector in the base channel of the fusion.

Pseudonym
08-15-2003, 08:59 AM
mdme_sadie: Thanks for the alpha map tip. The way I’m doing it, the alpha map in the second material affects all channels in the first material. Suppose I want to use fresnel for reflection or make a surface appear polished in some areas and dull in others, and do this independently of other channels such as colour and bump. I can do this with raytraced reflections but it doesn’t seem possible with environment map reflections. Forgive me if I’ve misunderstood.

AdamT: Thanks for the info about Projector, this works beautifully and provides a lot of control. Using fusion to place a mask in the environment channel applies the mask to the environment map, which is then reflected onto the object. This does not control which parts of the object itself are more or less reflective or allow the application of e.g. the fresnel effect. It’s cool to know about this anyway though!

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