Hi Jordan, This is the classic dilemma with spherical reflections on flat surfaces, and it's where mirror reflections can work better. The general problem is that the normal across the flat surface is pointing in one direction which means too little variation when the UV coordinates are created. It will work "correctly" but it can be a really zoomed in portion of the environment map that is too soft, or it may look like a solid colour. One old method to hack this in 3D is to create a slightly concave or convex surface for the reflection pass.
I'm not sure where the lack of detail is stemming from in your case, but yes the camera output set to "spherical" will render the lat-long that the gizmo expects. You could try filtering/warping the input image a bit in order to create some variation. A "pinch" distort (inverse barrel distortion) may help to decrease the field of view prior to the texture lookup to pull in more detail. Another issue may be that your point data is in 16 bit half float which may lack the precision needed to generate the reflection vector in some cases, which would return a blocky looking reflection. You want full 32 bit float. HTH Michael On 20 September 2011 19:31, Jordan Olson <[email protected]> wrote: > Hey Michael, > > Thanks heaps, I did some testing with it, and although it seemed to work, I > had difficulty getting detailed reflections to show up on flat surfaces. > Does a camera set to "spherical" shape render the appropriate lat-long image > that the gizmo is expecting? > > Will do some more testing in a different scenario. Thanks heaps for the > time you put into the gizmo, the math behind it is just beyond me. > Cheers, > Jordan > > > On Mon, Sep 19, 2011 at 6:36 PM, Michael Garrett <[email protected]>wrote: > >> I wrote this gizmo for doing environment reflections and it does take into >> account camera movement. Basically it does classic cg environment mapping >> as you would have seen in a pre-raytracing Renderman shader, or the >> Nuke Environment shader. >> >> To use it you need the Nuke camera, a world point AOV and world normals >> AOV for your input, and the environment image you would generally feed it >> would be an unwrapped spherical environment. >> >> There is a bit of optional exr metadata stuff that bloats this gizmo out a >> bit, you could always remove that if you want (I need to update it some >> time). >> >> Michael >> >> >> >> On 18 September 2011 21:00, Jordan Olson <[email protected]> wrote: >> >>> Good question, >>> >>> Say we have an environmental map in the form of an unwrapped image, (or a >>> nuke 3D camera set to Sphere rather then Perspective) >>> - and we want to apply that to the render which has a normals World pass. >>> Though now that I think of it, it would have to take into account camera >>> movement to draw new motion vectors... >>> so- to answer your question, probably to simulate reflections? >>> >>> Ok, upon further research, I'm going to look into this method here. >>> http://www.nukepedia.com/gizmo-downloads/other/envrelight/ >>> The trick will be to get the reflections to take the camera movement into >>> account... perhaps this could work if a sphere camera is attached to the >>> animated camera. >>> >>> Cheers, >>> Jordan >>> >>> >>> On Mon, Sep 19, 2011 at 12:09 PM, Hugh Macdonald < >>> [email protected]> wrote: >>> >>>> Do you just want to use the normals directly to map the environment, or >>>> do you want to simulate reflections (which require a new vector being >>>> calculated) >>>> >>>> Hugh Macdonald >>>> *n**vizible** – VISUAL EFFECTS >>>> * >>>> [email protected] >>>> +44(0) 20 3167 3860 >>>> +44(0) 7773 764 708 >>>> >>>> www.nvizible.com >>>> >>>> On 18 Sep 2011, at 23:43, Jordan Olson wrote: >>>> >>>> Hey guys! >>>> Would you happen to know of any ways or setups which would allow you to >>>> remap an environment map or 3D environment onto a CG prop using the camera >>>> normals? >>>> Cheers, >>>> Jordan >>>> _______________________________________________ >>>> Nuke-users mailing list >>>> [email protected], http://forums.thefoundry.co.uk/ >>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>> >>>> >>>> >>>> _______________________________________________ >>>> Nuke-users mailing list >>>> [email protected], http://forums.thefoundry.co.uk/ >>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>>> >>> >>> >>> _______________________________________________ >>> Nuke-users mailing list >>> [email protected], http://forums.thefoundry.co.uk/ >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>> >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >
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