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
> 
> 

Reply via email to