#True-er Reflections
4 messages in this thread
Not to complain, but I was the guy who originally posted this message and what
I was really asking about was TRUE REFLECTIONS in 3DS, not refractions. I've
heard of and know about the refraction mapping IPAS by Digimation but what I'm
looking for (or should I say, trying to find a way to fab) is a true-reflection
IPAS that could do the same thing as Digi's Refraction IPAS. Since oftentimes,
the automatic reflection mapping capability in 3DS doesn't cut it, is ANYONE
planning to write a TRUE REFLECTION IPAS? I sure hope so. (Example: In 3DS,
you're rendering a fountain w/rippling water and a centerpiece sticking up out
of the middle. How do you REALISTICALLY show the reflection of the center
piece in the rippling water beneath?) I have tried many raytracers, but what
we need is something that works within 3DS like "Digi's Refractor" that can
selectively either raytrace or do some kind of "better than automatic" mapping
to get TRUE REFLECTIONS. If someone would create this feature, 3DStudio would
finally be complete!!!!!!!!
Any comments, ideas, info much appreciated.
Brian DeMetz
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
Brian,
In MAX the renderer provided is a plug-in, and I was told that there would be
many renderers available for use inside MAX, including a ray tracer (I know
it's painfully slow.) At that time, someone might be able to make a better
reflection map renderer, or maybe you could just bite the bullet and use
raytracing (Prepare for your computer to be on for many all-nighters for an
animation). Until max, you might look into renderman, which is again, a
ray-tracer. But I'm afraid you'll just have to sacrifice "perfect" reflections
for reasonable times. Or if you're only doing stills, the time lost is not all
that bad. I use POV-RAY for some scenes that need better reflections. It works
OK, but I think we'll just have to wait for a major advancement in Mapping
technology.
– Neil
>Until max, you might look into renderman, which is again, a ray-tracer.<
I don't think renderman is a ray-tracer according to all the articles I have
read.