CompuServe Thread

MIRROR REFLECTIONS

3 messages in this thread
#119281From: Jim MaxeyAug 19, 1994 2:58 PM
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
#119368From: Yost GroupAug 19, 1994 11:36 PM
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
#119631From: Brian Rudolph [Adesk]Aug 22, 1994 11:11 AM
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