CompuServe Messages

True-er Reflections

    20-Oct-95 23:23:37
Fm: Eric C. Peterson 74461,157
To: BRIAN DEMETZ 103012,1642
Howdy, With respect to your question about better-than-automatic reflection mapping: ANY textured coloration, controlled opacity, refraction and et cetera in 3D Studio (up 'til R4) MUST be done with mapping. It's not a raytracer, as you already recognize, so anytime we want to accurately see THROUGH something or OFF something we actually see the reflected/refracted scene elements applied as maps to the existing geometry. I think you understand this as well. In order to see better reflections, we need something brilliant and innovative, or we need raytracing. There's very little incentive to write raytracer modules for R4 because the renderer is so closely linked to the procedural modelling capabilities of AXPs and SXPs. That is, the developer has to do a lot of work to handle things Studio does for us now in the existing renderer. MAX will fix THAT, I hope. Thus, I think you'll see very little development in terms of raytracer modules for R4 because no one wants to deal with the hassle of handling procedural elements the shader handles now. I think we'll see a pile of rendering plug-ins for MAX. Really. Now, it WOULD be possible to write an AXP that occupies the space occupied by a mesh that maps the surface at render time according to ray-tracing calculations derived from the scene elements and enhanced material properties. In order to make this really useful we'd need to allow for the attachment of two AXPs to the object, so that we could raytrace reflections of the scene onto specific objects that may already be AXP objects themselves…. Sound familiar? Maybe someone with prior experience is already working on that workaround. Remember though that it's not possible to 'tweak' refraction effects without dedicated software, but that it is possible to tweak both existing meshes, map sizes, and options to make reflection mapping work almost like the real thing. Eric Peterson Sisyphus Software