Maybe the UV-Image tool needs some improvements :-? Seems to me, that it has some problems with glass, too. If I'm right refracted rays are not evaluated, maybe a bug :-?
Matthias ----- Original Message ----- From: "Mark Heuymans" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Wednesday, January 09, 2008 3:44 PM Subject: Re: Antwort: VR pano's > > > > Maybe the error is, that you try to evaluate to early or non existing > > things. For example if you try to evaluate the "occlusion-shader", > > you must add maybe normal "Surface-Properties" like color and Illumination > > to get a proper result. A second mistake is possibly that you've tried > > to evaluate, let's say Illumination on a analtic sphere and you've > > used a "default" map material and not a "spherical" map material, then > > you do not have a proper material coordinate system for evaluating :-? > > (same on SDS with cruel or no UV-coordinates) > > > > Matthias > > > > > Brilliant Matthias! > > I tried it in scenes with volumetric fog and GI but it's no surprise that > didn't work. I was hoping we could now take 360 degree HDR environment > snapshots in any scene without much hassle, but it's a little more > restricted :( > Still very useful, though! > > Quote from the manual: > "Surface Shading - Evaluates all surface shaders from surface geometry to > surface finishing. Illumination, reflections etc. are included. This option > can be used e.g. for reflection map creation. The viewing direction in > shading (which is relevant for reflection computation and some illumination > effects) is perpendicular to the surface." > > The camera/mirror sphere/HDRshop method can handle every advanced scene > illumination (should even work with V6 GI) but it's very laborious... > > Thanks & cheers, > Mark > >
