MIRROR REFLECTIONS
3 messages in this thread
Question about mirror reflections. I thought this might be related to the
"MIRROR CLIP ANY" setting is 3DS.SET, but on or off makes no difference here.
The scene:
A compact disc stands on-edge on a reflective marble slab. The camera is at
about 5 o'clock in relation to the disc looking down at about 30 degrees.
The disc material uses: Texture 1 bitmap, Mask 1 bitmap, Auto Reflect
(non-mirror), Reflection Mask bitmap (set to "negative"). This material
creates a silk-screened compact disc surface with reflective inner and outer
rims sans the plastic hub.
The marble slab is just Texture 1 with flat-mirror reflection.
The problem after rendering is that the REFLECTION of Texture 1 bitmap on the
marble appears to be invisible for about 1/2 inch close to where the disc meets
the marble, but looks fine for the remaining 90% of the reflection.
-The disc does not intersect the marble slab.
-Only the Texture 1 bitmap is partialy invisible, the rim of the disc is
completely visible in the mirror reflection.
-The scene lighting is a simple ray-traced spot light.
-The edge of the invisible band does NOT fall on the edge of any faces in the
disc mesh. The band is horizontal in relation to the marble slab–the disc
mesh as radial faces.
Sorry for the wordy rundown, just wondering if there's a problem with flat
mirror
reflections and close surfaces that use masks in the material?
-Jeff
There aren't any reported problems like that, but if you think you've found a
problematic case, send it off to Jonas, Nik or Brian to take a look at.
– G
Jim,
The only other thing I can think of that might affect this is the scale of the
scene and the sacle of the mapping. Try experimenting with those.
As Gary said, if you think you found something, create a SIMPLE mesh that
demonstrates the problem and ship to me or Jonas.
-b