Hi Henry,
maybe this is helpy:
http://www.the-final.com/privates/rs/highlights-on-opposite-surface.wmv
In short:
Go to materials tab
Select the Material and open it's properties
Check "Advanced"
Add an "If" to Surface Illumination
Drag the "Illumination + Specu..." in the "If"
Set "In" to "Ray*Normal" on "In/Out" tab
Play with the values on the "If" tab
(If less or If greater)
Matthias
----- Original Message -----
From: "Henry Tjernlund" <[email protected]>
To: <[email protected]>
Sent: Saturday, July 18, 2009 8:13 AM
Subject: Re: Special Light and GI test
I could be mistaken then. I thought that the opposite side of a solid
sphere would not reflect inward into the glass. My C4D (R8) has a
shader option that allows only a reflection on outward facing surfaces
using the direction of the surface normal as an parameter.
On 7/18/09, Andrew Berge <[email protected]> wrote:
Hi,
I was curious about this so I did a Google search for "crystal Balls"
amongst all of the images of actual solid glass spheres many indeed did
show
the reflection of the highlight on the opposite side of the sphere as in
your image, and some where it was not so evident.. I believe it depends
on
the angle of view and also the environment reflections, background etc,
etc..
Check the images on this page:
http://theunicornshoppe.com/store/index.php?main_page=index&cPath=92_31
I think the reason it is unusual is that you seldom see a glass sphere
lit
by a single point light with plain environment and background etc.. As in
these examples and your render.
Rgds,
Andrew Berge
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Henry Tjernlund
Sent: Saturday, 18 July 2009 1:06 PM
To: [email protected]
Subject: Special Light and GI test
I am slowly figuring out RS V5 that was featured in 3D World. I am mostly
doing lighting tests and trying to achieve what I was able to do in my
other
favorite program Cinema 4D R8. Here is a sample of one of my experiments.
I
think that there is a problem with the glass sphere. The one specular
highlight should be there, but I don't think that the other one should
be.
(Unless the sphere is hollow like a soap bubble. Which I don't
necessarily
want it to be.) Is there a way to keep a specular highlight from
reflecting
off the opposite surface of the sphere?
--
--
Henry Tjernlund
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--
--
Henry Tjernlund
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