#refmaps & ipas stuff
3 messages in this thread
Hi, I have a question regarding the quality of reflection maps For
example, if I make a reflection map and apply it to an object such as
a logo in Topas I get some very nice reflective qualities. But if I
take that refmap and apply it to a similar object in 3ds3 I dont see
much reflection on the flat surfaces.. Do I have to alter the
reflection map in a different way so that it will be reflected into
my logo? Also.. I was wondering if an IPAS routine could be written
to displace the vertex normals of flat objects in a way so they would
receive a better amount of reflection?
Thanks, and have a nice day.
Andrew G.
I was having the same sort of "problem".. I think the deal is
that those are SPHERICAL reflection maps and so they really work best
on spherical-type objects (or objects with lots of varying surface
curvatures). Flat objects like logos aren't good for that sort of
ref.map I don't think (anyone correct me if I'm wrong). The way I
like to get around that is to either:
1) Put a nice bevel on the text (usually with Smooth OFF to get even
more glitter from the letters)
2) Apply a auto-flat reflection map to the front of the letters and
place a 2D object right in front of the letters with a
reflection-type material (like DUNE.GIF) with the normals pointing
AWAY from the camera.
3) do a bit of both if one is not enough..
— Steve, hope it helps
Hi Mike White SunDog Productions Yeah I Know what you mean The only
texture that I have found that does a true raytrace reflection is one
of ours' which we will be selling through Schreiber Its Trihex a
threQ7!r HbAD Three colored hexagon pattern It has a stran{ge quality
of masking th{e reflection with true color The only three colored Sxp
and the only one I've seen do{{ this Mike White @Schreiber.com