CompuServe Thread

REFLECTION MAPPING

5 messages in this thread
#44421From: ANTHONY R. OLIVEMay 21, 1993 5:15 PM
HELLO IS ANYBODY OUT THERE………. I DONT'T KNOW WHAT HAPPENED TO MY PREVIOUS MESSAGE SO I'LL TRY AGAIN (MUST BE GREMLINS… OR OPERATOR HEADSPACE ON MY PART ) CAN ANYONE TELL ME HOW TO GET TEXT THAT WAS CREATED IN THE SHAPER AND LOFTED IN THE LOFTER TO UTILIZE REFLECTION MAPPING ON THE TEXT FACES AS WELL AS THE SIDES……….???????
#44436From: Yost GroupMay 21, 1993 9:57 PM
Anthony, there are at least a dozen different ways of getting text to look reflective. They include: First, a bevel is important to make text look metallic. – always put a bevel on the text (remember my recent trick I relayed here on the forum about always beveling above the 0 line. bring the entire bevel up above 0, and then bevel in to 0 and it should be much easier) – the bevel should be rounded if possible Second, the side faces should have more reflection blur than the front faces. Third, there are alot of different ways to treat the front faces: – use a hi-res (at least 700-line) 24-bit map with alot of color in it. Alan Iglesias recently wrote about this for 3D Artist. He can describe this technique to you in more detail. – use a flat-mirror on the front faces, and reflect an object whose normals are facing towards the object, but away from the camera (so the camera can't see it). Texture map a blurry version of the refmap on that object. You can then rotate and move the "reflection object" and the reflection will move on the text. – use an auto-cubic reflection map for the front faces. This has reflection blur control built-in, and can provide spectacular results. I'm sorry that I don't have more time to get into details and more techniques, but perhaps some of the other folks here can contribute to this thread. I'm in the middle of a zillion deadlines at the moment. – G
#44493From: david W. mennenohMay 23, 1993 7:28 PM
Gary – Could you please re-iterate your beveling technique. I have your original message about doing the bevel but I don't quite understand. Are you saying to drag the entire baseline to say +5 units, then insert a vertex where the bevel would start and then drag the bevel end vertex back to the 0 line? I have, up to now, been doing it manually in the shaper and it works pretty well – but is quite a bit of work. Hope I can figure out your trick. BTW – I like the idea of an "invisible" object to help with reflection map "busy-ness". Thanks much Dave Mennenoh
#44546From: Yost GroupMay 24, 1993 2:44 PM
You've got it. Just drag the entire baseline in the positive direction, and then insert a vertex where the bevel would start and then bevel back to the 0 line. Exactly! Works very well. – G
#44461From: ALAN IGLESIASMay 22, 1993 2:13 PM
Hello, Anthony. I left you a detailed message a couple of days ago concerning your questions about reflection mapping. Maybe it got deleted accidently — anyway, this was the jist of it… Although it goes without saying, Gary's suggestions are all excellent ways of obtaining the effect you are looking for. A thorough review of the tutorials concerning reflections should help as well. After reading your message, it seemed to me that you were trying to use a standard spherical reflection map and weren't getting enough detail off the front faces. Because the flat faces don't sample as much of the map as the curved faces do, they tend to show less detail. I have dealt with this by simply increasing the complexity of the map in a paint program, by shrinking the map and "stamping" down multiple copies, maybe an array 3×3 or so. After a little experimentation, you should get the reflective qualities you are looking for. Keep in mind you may have to use the original map for the non-flat faces, if the detail from the new map is too high for them. Good luck! -Alan Iglesias