CompuServe Thread

#Reflection Bug

6 messages in this thread
#67129From: david W. mennenohNov 18, 1993 10:25 AM
I figured out the reflection problem. It's a bug in 3DS. For sure. Try it for yourself. Make a box and place a sphere on it. Assign the sphere a non-flat auto reflective material and render. The sphere should reflect the box object right? Now turn on distance cueing and walla no reflections. This is bad.
#67198From: David StinnettNov 18, 1993 5:00 PM
David, Oops! I played with this one and it looks like what happens is that with atmosphere turned on (fog or Distance cue) the box IS reflected in the sphere, but the renderer is ignoring the object material and is making it the same color as the fog color. I did this: – Create an L-sphere and a box in front. Create camera and omni light. Assign blue plastic to the box and a pure auto reflect material to the sphere. Should render fine. – Set up camera ranges so both objects are inside ranges (to keep object colors clean). setup a yellow fog and turn it on but leave the fog background button off. When rendered I got a black sphere reflecting a pure yellow box (even though the box is blue.) Go back and turn on the fog background and when rendered all you should see is a mirrored ball reflecting a yellow box against a yellow background, in other words, a solid yellow screen! I think this is the same for distance cueing only your seeing the box reflection blend into the black background. I only played with fog, but tried different materials and settings, all with the same effect. Sounds like a creepy crawly to me. A big hairy mean one! <g> David
#67712From: david W. mennenohNov 22, 1993 6:33 PM
David, Still haven't tried your suggestions but I will tonight probably. Had company all weekend and didn't get to use this thing much. I'll let you know how it goes. Dave Mennenoh
#67368From: ALAN IGLESIASNov 20, 1993 2:15 AM
Certainly, David, the reflections don't work the way I would expect them to under this situation. If you turn the "far" down from 100%, the reflections _do_ start to appear. However, this would seem to be inconsistent with the defined camera ranges for the distance cueing; if the distance between the reflective object and "reflectable" objects in the scene is equal to or greater than the defined camera ranges, the distance cue should act accordingly. To put it simply, I would expect the "camera" that "shoots" the six cubic reflection maps (for the reflective object) to exhibit the same range/distance cueing characteristics as the settings for the camera used to render the scene. If the reflective object *itself* falls into the influence of the distance cue (as seen by the camera), the object (and it's cubic materials) should be influenced accordingly. In my test, the camera ranges were *well* outside the perimeter including the camera, the reflective object, and the other "reflectable" objects. I'd guess that the distance cue, in a case like this, should have no effect on the reflections at all. This is as good as a analysis as I can come up with. I'll leave it to GaryY for the final word.
#67714From: david W. mennenohNov 22, 1993 6:33 PM
Alan, Thanks for the reply. Sorry it took so long for the reply but I had company all weekend. I never thought about the "cub" camera using the same range settings but it would make sense that it does. Good thought. Your tests did pretty much confirm what I was saying though. The near range setting can completely enclose the scene, which would then make sense that distance cue should have no effect whatsoever, and reflections will not appear at above about 50% d-cue. Using attenuation has pretty much fixed the problem though, you can get nearly the exact same effect. So, no real problem right now. Dave Mennenoh
#67779From: ALAN IGLESIASNov 23, 1993 2:41 AM
I'm glad the attenuation work-around is working for you, David. Be sure to Email this thread to Gary when he returns… -Alan