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Max reflections

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KiwiNM8OR:
I've been experimenting with the number of reflections glossy reflector can do and I think I've hit the limit but ya never know - somewhere out there in Anim8or Land someone can probably do better...

thecolclough:
i also noticed the ceiling reflections look a bit broken in places, ie. the hemispheres aren't fully shown in some cases.  is that a deliberately designed feature of the scene, a design flaw, or a program bug?

- colclough

KiwiNM8OR:
I'm not too sure myself. I suspect a design flaw because I accept that at a programming level I don't understand exactly how the reflection process works. But I have had that flaw in other experiments. It could be an alignment of the mirrors too. I started off with a sphereinder with a flat top and base and experimented with different numbers of sides to see what offered the best reflections. Therefore the top and base are not "flat" but divided (like a pie chart) according to the number of sides. I'm not sure if that makes a difference but that was how it was made. In this example I just used 4 (flat, not divided) sides. Then I used Edit=>Subdivide faces a few times so that I could then use the taper modifier to "lift" the view of the ground grid in the distance. In Scene mode it is rendered with a FOV of 90 degrees. The file is there for interest and inspection. Cheers for the view.

Steve:
The max level of reflections (and all other things like refraction, etc.) is set to 12.  But I'll add an attribute "RayDepth" that you can set to change the level.  Here's your image with the value set to 64 (but I think a value of 30 or so would give the same result).

Note: dielectric materials become horribly slower as the max depth increases, up to a factor of two for each increase of RaDepth by 1.  Be careful how you use this new setting when it's available.

KiwiNM8OR:
Awesome Steve. Cheers very much. I like the improvement. Looking forward to the update.

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