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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 03 10:43 am)
um, i went to try to reproduce your problem and noticed you dont have a "normals forward" check box on your materials and your reflect is missing the RayBias setting. do you have the latest sr installed? other than these diffrences, my reflection shows up. make sure the items you want to reflect have the "visable in raytrace" checked in the properties tab. if the things you want to reflect are only seen in reflection (they are not within the direct field of view of the camera) then you must only use raytrace shadows or turn shadows off
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The diffuse value and the reflection value should add to 1, so if you want 0.9 reflection then you should have 0.1 diffuse. Also, what do you have above your floor? It won't reflect anything unless there's something there for it to reflect.
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The sum of all three ought to add up to 1. Basically, you want all of the light coming off a surface to add up to 100% or less of the light that hits it, unless the surface is glowing or something. Real life isn't quite that simple of course, so the rules aren't hard and fast, but the idea is that if you shine a light on a surface, some light may be scattered diffusely by the surface (that's the diffuse component), some may penetrate the surface and be bent by it (that's the refraction component) and some may be reflected coherently by the surface (that's the reflection component). Some light may be absorbed by the surface and converted to heat (effectively that's light that gets lost). When you add up all those different amounts of light, the sum shouldn't be more than the amount of light you shone on the surface in the first place, so the components should add up to 1, or less than 1 if some of the light is being absorbed. If you use ambience as a sort of fake global illumination effect (to light up areas that aren't directly hit by light, as though they were being hit by scattered light from other objects in the scene), then you should include the ambient value in the sum as well and make sure the whole thing adds up to 1 or less. If you use ambience to create a glow effect, then it doesn't count toward the sum.
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From Richardson: "If you split relection/refraction at say, 0.6/0.4, what happens to the diffuse value setting? Is it still 0.4 ?" Reply from Ajax: " The sum of all three ought to add up to 1. Basically, you want all of the light coming off a surface to add up to 100% or less of the light that hits it, unless the surface is glowing or something." Errm - no, not quite. (I suspect that Ajax had "ambient" on his mind when he wrote that reply...) Refraction has very little to do with reflection, except in very special circumstances. Refraction is the amout by which light changes direction when entering/leaving a surface with transparency. Hold a pencil (or whatever) in a glass of water and look at it from an angle. The pencil seems to bend (abruptly) where it enters the water. It does this because the refraction index of water differs from the refraction index of air. Reflection is light being bounced off a surface. Since the light doesn't actually enter the surface (assuming total reflection), refraction doesn't enter the equation at all. There are times when it does, but that's usually only required for very close-up images... Cheers, Diolma
Diolma, I suspect you're thinking about the refractive index, rather than the refraction value. The refractive index does indeed govern how much direction change is experienced by light as it passes through the surface and doesn't enter into the equation I gave above. The refrative value on the other hand, measures the proportion of the overall light striking a surface that manages to pass through the surface in order to be refracted. This has everything to do with reflection under all circumnstances, in that any light which doesn't pass through the surface and become refracted, winds up either being absorbed or being reflected (either diffusely, which is the diffuse value, or coherently, which the reflection value). So I stand by my statement: Reflection Value + Refraction Value + Diffuse value < (or =) 1 This is why, when you look at an ordinary piece of window glass, you can both see your own reflection and be seen (refracted) by a person on the other side of the glass. Some of the light that comes off you and goes toward the window gets reflected back to you and some gets refracted through to be seen by a person on the other side. A very small amount is absorbed by the glass and then radiated as heat. If it's still not clear, let me know and I'll try and put together a diagram.
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LOL, Ajax, you are absolutely right. But that's why I said
"There are times when it does, but that's usually only required for very close-up images..."
In the vast majority of cases, refraction doesn't come into it (in image production terms). After all, how often do you create an image that sees both sides of a piece of glass?
I'm not talking strict physics here, only practical image production. Usually, refraction can be ignored for reflective images. If you have an object passing through an object that is both (to some degree) reflective and refractive then both come into the equation and might need to be taken into account. If in close-up. Depending on the material. Taking glass as an example, the difference can't really be seen from more than a few feet away (I think - not sure about that: not seen many real-life examples of pencils embedded in glass..).
As for water, well (no pun intended), yes, the eqation needs to balance. If, that is, you're going for a super-realistic image (and extended render times)..
I apologise. My previous post was based on a pragmatic approach, not a detailed one. I should have made that clear.. But the thread was about mirrors, so that's how I responded...
Cheers,
Diolma
Message edited on: 02/10/2006 15:55
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Ajax:
The original post:
" I want a reflective surface to be lying on the ground (a mirror, no frame, just mirror). I am using P6 and below is my setup. I've made sure raytracing was on for rendering but all I'm getting is a black square with NO relections on it. Any ideas?"
That's what I was responding to.
All I was saying was that your posts, 'tho informative, weren't adding to the original post. I admit I also got drawn in deeper than I should have, but was just trying to say that for mirrors (not water, not glass, not even semi-translucent objectoids from planet xenox, just mirrors), that's all you need to concentrate on.
I'm not attacking you. I agree that you know your physics regarding water reflections.
Ah, well... Sorry if I caused offense.
Cheers,
Diolma
Edited to add: I didn't notice how old the thread was. If I had, I wouldn't have responded in the 1st place...
Message edited on: 02/11/2006 18:02
Well, I gave my answer to the original post in post 4 so when richardson asked his question in post 5, I didn't see any harm in answering it, even if it was a bit off the topic of the original question. Sorry if we offended you by opening the question up to a topic wider than that of mirrors.
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