CompuServe Thread

#Refl. Mapping w/ a .FLC

24 messages in this thread
#44543From: KEITH TROMERMay 24, 1993 2:22 PM
I have'nt been on line recently. I have seen the new notices re. a bug that is deleting messages!! Well, I posted this message last week and it is gone (poof!). So here I go again: I have reflection mapped a logo with a TGA. This worked great while the object was moving, but when it "landed" it seems a bit flat. So I made a flic of this tga Rotating and mapped the flic to the object. It looks just like it did when it was mapped with the TGA. No changes at all between frames. Can anyone shed any light on this? Thanks in advance -KT
#44550From: Yost GroupMay 24, 1993 2:48 PM
Sheesh… I wrote up a long response to your question. Argh. I just don't have time now to rewrite it. Sorry. Perhaps Alan or someone else has a copy of it that they can dig up and upload here. – G
#44551From: KEITH TROMERMay 24, 1993 2:58 PM
I felt the same way when I saw that my message was not there. However – I am under the gun waiting to render this animation…Your response would, hopefully, enable me to finally get this thing out the door!!! Please re-respond.!/* Thnax -KT
#44557From: Yost GroupMay 24, 1993 6:51 PM
Yeah, this forum bug is driving me crazy. First, I can't tell you what, exactly, you're doing wrong without seeing your file. If you want to zip it up and upload it to me, I _might_ have some time to look at it on Thursday or Friday. If you want to make a reflection map move, you can use Auto-cubic reflection or flat mirrors on the text (autocubic for the sides and flat mirrors for the front work well sometimes). Then, make a texture-mapped object that the camera can't see (due to face normals facing towards the text and away from the camera), and move the "reflection source object" during the animation. Works great. – G
#44562From: KEITH TROMERMay 24, 1993 7:34 PM
OK I created an object in between the camera and the logo w/ its normals facing the logo. I texture mapped that flat object with the flic file and changed the material on the front (flat) face of the logo to a flat auto refl. map. My problem still exists though. Either the flic does not advance frames or the renderer is only figuring the first frame of relection (which I have set to every 1 frame). I don't think uploading it is an option since the flic file is 32 MB. Could this be why it can't advance the map??? Is there anything you can think of that would cause an animated reflection OR texture map not to advance past the first frame of the flic?? Thanks yet again, -KT
#44571From: Yost GroupMay 24, 1993 8:31 PM
The method that I suggested to you is completely independent from using an animated flic file for a refmap. Regarding your flic not advancing… there are tons of ways for you to verify what's going on yourself. First, make a test flic with big painted numbers on each frame, and map that to your object instead of your 32MB monster flic. Once you ascertain what's going on with that, you can move to the next step. If that works, you know that you've got a problem with your flic. If it doesn 't work, you can send me the new example because it'll be small enough to upload it. – G
#44552From: KEITH TROMERMay 24, 1993 3:00 PM
G, Who is Allen? If there is something you think he can do put me in touch…. -KT
#44555From: Yost GroupMay 24, 1993 6:48 PM
Alan Iglesias is a regular on this forum, and is comfortable with a bunch of different reflection mapping techniques, as is Sherwood Egbert. – G
#44573From: ALAN IGLESIASMay 24, 1993 8:50 PM
Hey, Keith! Heck, give me a call — check your E-Mail for my #. If I can help, I will…. -Alan Iglesias
#44685From: KEITH TROMERMay 26, 1993 8:44 AM
Alan, I created the reversed normals sphere as my reflection and did everything else we talked about, How ever I have another problem. The sphere is making very nice reflections on the front of my logo, of course the camera sees through the sphere to the logo, but as you look behind the logo the camera is staring at the inside of the sphere!! i.e. I see the logo in front of the refl. map. How do I make this so that I can see through to the background and still be able to rotate the spher????? Thanks again…Your help is appreciated, -KT
#44694From: ALAN IGLESIASMay 26, 1993 9:46 AM
Hi Keith, >but as you look behind the logo the camera is staring at the inside of the sphere< Yeah, I was gonna mention this during our conversation, but it slipped my mind. If you are working with a black backround, simply line up a piece of rectangular geometry behind your logo and make it a matte object. If it's a specific backround you want, just map it on to the object. If you need a fancier backround (video key, environment, etc.) just use the matte/black backround with Alpha and Video Post — about anything is possible… -Alan
#44698From: KEITH TROMERMay 26, 1993 10:19 AM
<Yeah, I was gonna mention this during our conversation, but it slipped my mind. If you are working with a black backround, simply line up a piece of rectangular geometry behind your logo and make it a matte object. If it's a specific backround you want, just map it on to the object. If you need a fancier backround (video key, environment, etc.) just use the matte/black backround with Alpha and Video Post — about anything is possible…> The animation to the logo (before it lands and the sphere begins to spin) has pieces flying forward. If I put a Rectangle there It will cover some of the beginning keyframes. Also, I had planned on rendering using alpha-split. I am unsure how I will render the Hi-con in this example….Short of re-rendering w/ self-illuminating white and no lights. Thanks again -KT
#44703From: yann bertaudMay 26, 1993 11:05 AM
Keith, use a half sphere (either create a dome and remove the bottom plane faces or create a sphere and remove half the faces). Map the map on the inside of the half sphere, then create a dummy object centered on the text, link the half sphere to the dummy object and rotate the dummy along with the camera. If the camera is simply rotating around the text, then link the half sphere to the camera, that way it's always behind the camera. Yann Bertaud – I.D.L. Autodesk.
#44704From: KEITH TROMERMay 26, 1993 11:12 AM
Both the camera and the text are not rotating or moving…The only thing I want to rotate is the reflection map. Therefore I don't THINK (not sure) you suggestion helps.? Thanks, -KT
#44613From: Craig Sharp [Mem TM]May 25, 1993 8:30 AM
Keith: Alan Inglesias or Martin Foster… you could check with the Sysops… Joe McRae often keeps old messages. Your message should have scrolled to your email box if you didn't pick it up. Messages don't hang around here forever… C#
#44684From: KEITH TROMERMay 26, 1993 8:34 AM
Gary, I have spoken to Alan and he has given me some needed insight. What I have done now was create a sphere with normals reversed texture mapped with my TGA. Then the front faces of the logo were made flat reflection. My reflections look GREAT, but behind my logo is this sphere??? How do I make it so that only the faces facing away from the camera are seen? (the sphere IS rotating). Thanks, -KT
#44686From: Yost GroupMay 26, 1993 8:56 AM
Use a half-sphere, so only the part facing away from the camera exists. – G
#44696From: KEITH TROMERMay 26, 1993 10:14 AM
G, The Sphere is rotating…..
#44783From: Yost GroupMay 27, 1993 11:01 AM
Shouldn't be a problem. Just rotate the sphere about the depth axis, and you'll still never see it. – G
#44797From: MARTIN G FOSTERMay 27, 1993 3:38 PM
Keith, I believe I have a better approach which I used to good effect for an animation for Universal Studios (shameless namedropping, please forgive me <g>). You would create a second camera pointing in the direction your text faces, that is outwards and towards the sky-sphere/dome. You then render this view and save it as a sequence of .tga files. You can then use this, in the second rendering as a *texture* map on the front faces of the logo and the skydome doesn't need to be there at all. No matte objects necessary at all and alpha-split will work fine. Worked great for me and the client loved it – what more could you ask for?
#44626From: John DowdellMay 25, 1993 10:28 AM
Hi Keith — To make a "moving reflection map," here's another approach that works in a number of software packages — I don't have 3D Studio (sigh), so am not able to check it: Use a single image that's reflection-mapped to the inside of an aribtrarily large sphere. Lock all the objects in the scene to the reflective text. Lock the camera and lights to the text, too. Then rotate the text — it will stay perfectly still in relation to the camera, but the reflections will dance across its surface. Hope this helps! jd
#44664From: david W. mennenohMay 25, 1993 7:58 PM
John, Would it not be easier to just roate the sphere around the text? Dave
#44919From: John DowdellMay 29, 1993 11:11 AM
David, The rendering schemes I'm thinking of don't actually use an explicit sphere — it's a virtual sphere! The 2D image is projected and transformed *as if* it were on the inside of an arbitrarily large sphere. Then the model references this special texture map by polar coordinates, instead of rectangular coordinates. There's no actual sphere to move, no normals, no sphere behind the logo, etc. Sometimes this is called environment mapping, sometimes latitude/longitude mapping, sometimes chrome mapping. Maybe I'm confused here…I know 3DS supports cool auto-reflection mapping, but does it only reflect discrete objects? Isn't Blinn-style environment mapping supported? Regards, John D.
#44920From: ALAN IGLESIASMay 29, 1993 12:48 PM
The Ref. mapping you describe here (generally)is your basic Spherical Reflection Mapping in 3DS, John. It's been around since r1. -Alan Iglesias