#Reflection Bug
6 messages in this thread
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.
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
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
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.
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
I'm glad the attenuation work-around is working for you, David. Be sure to
Email this thread to Gary when he returns…
-Alan