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Old 06-24-2013, 06:41 PM   #1
alrnr4
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reflection



I created a plexi-glass like object in maya. and, I want to get rid of that white reflcetion on the surfaces.

when I turn off all the lights, the reflection doesnt show up, but the object looks flat.
when i turn on the lights, the white reflaction shows up.

How do I get rid of that white reflaction with light?

thank you!
 
Old 06-24-2013, 06:56 PM   #2
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Set the 'Reflectivity' attribure on your shader to 0.
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Old 06-24-2013, 08:15 PM   #3
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I tried and, anything changed in rendering image.
is this because i used phong2 for the material?
 
Old 06-24-2013, 11:36 PM   #4
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That looks like the specular...make specular color black or assign a lambert shader.
 
Old 06-25-2013, 12:18 AM   #5
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hi, Duncan
I changed specular color to black and, it worked perfectly.
Thank you so much




now, I want to get rid of those shadow boundaries (?) or make them smoother.
I just dont want to see those lines.

How do I reduce those dramatic changes?
 
Old 06-25-2013, 05:03 PM   #6
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It is hard to know what your problem is. Did you model a simple wedge or model cracks inside it? I can't see how a simple wedge could shade with those artifacts.
 
Old 06-25-2013, 06:23 PM   #7
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This is the object without lights.

It is a wedge shape and both sides are made out of 2 sheets of plexiglasses.
so total 4 sheets.

Each side, 2 sheets are stacked aslant. Those triangular shape at the middle comes from stacked part.

And, has a small plate at the bottom.



I think the problem with the lights is the shadow boundaries are too recognizable, so the lines between light and shadow are created (when I turn on lights), and the object become confusing.

I thought I could make those boundaries blurry. but I don;t know where I can make that change.
 
Old 06-25-2013, 10:49 PM   #8
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You should use raytrace shadows, which handle semi transparent shadows better than depth map shadows. Also on the light and also in the raytrace options you need to have the shadow ray depth limit set high enough for light to penetrate through the multiples surfaces. You might also consider lowering the shadowAttentuation on your shader( shadow attenuation increases the shadowing when the surface is more angled away from the light).
 
Old 06-27-2013, 03:45 AM   #9
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Thank you, it worked. Duncan vbmenu_register("postmenu_7610534", true);



I hope this will be the last question.
I want to get rid of those small noises.
I think that comes from the light I made and, I don't know how to fix it.

please help me again.
 
Old 06-27-2013, 04:54 PM   #10
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Perhaps separate the plates very slightly. It could be precision errors of the rays for very close overlaps.
 
Old 06-27-2013, 04:54 PM   #11
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