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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 22 10:18 pm)



Subject: Raytraced reflections on a word blade?


vincebagna ( ) posted Mon, 19 November 2007 at 4:57 AM · edited Mon, 23 December 2024 at 5:07 AM

Hi!

I'm trying to shader a sword with raytraced reflection for the metal blade.
I have done a shader with a reflection map, and i want now to have one with true reflections.
There is a texture map based on a metal photo, and i want ot keep that map on that shader.

Which settings could be better to have great metal like material?

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SamTherapy ( ) posted Mon, 19 November 2007 at 6:30 AM

Why bother using a photo of metal of you're using a reflective material?  It kinda defeats the purpose.

Anyhow, you could put a Sphere map with a photo plugged into it in the Reflection_Color channel.  But I don't see the point.

Coppula eam se non posit acceptera jocularum.

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BeyondVR ( ) posted Mon, 19 November 2007 at 6:37 AM

I think you just need to use the wacro to add reflection.  Can't remember if I've ever used it with a texture map, but it should work.  Remember that it needs something to reflect, though.  Won't reflect a background color.  Needs an object or environment to reflect.  Lights don't count either, as that's specular.

John


vincebagna ( ) posted Mon, 19 November 2007 at 7:32 AM · edited Mon, 19 November 2007 at 7:37 AM

file_393765.jpg

Here is what i got now after some try. I don't find the metal look really convincing, it rather looks like aluminium, but it indeed reflects the hand. I guess my reflection map is not very good, but i did it myself and didn't really know how to do a good one.

If anyone has good settings for blade shader, please tell  :)

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Anthanasius ( ) posted Mon, 19 November 2007 at 7:47 AM

Plus la scene sera complexe, plus la reflexion sera réaliste ... Il est, à mon avis, difficile de juger de la qualité de la reflexion avec une main et un fond nu ...

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Acadia ( ) posted Mon, 19 November 2007 at 10:24 AM · edited Mon, 19 November 2007 at 10:24 AM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2539402

Try this technique. I've used it on several sword blades with good results.  If you want a chrome look, use an image with lots of blue.  If your scene has pinkish lights, then choose an image that has some pink in it.  You get both shiney and reflective colour.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



vincebagna ( ) posted Mon, 19 November 2007 at 4:22 PM

Thanks everyone, i'll take a look at that link ^^

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Miss Nancy ( ) posted Mon, 19 November 2007 at 5:33 PM

ne chequez pas "reflexion_lumiere_mult".



Angelouscuitry ( ) posted Mon, 19 November 2007 at 9:39 PM · edited Mon, 19 November 2007 at 9:51 PM

The principle being missed here is that a default poser scene offers nothing for the Reflective Material to react with, not even the background picture/color; because the outer limits of a Poser scene is a void.  Just like you needed to add light, so do you need to add an object for reflect through the Reflective Material.  So, you have to decide, specifically, what you want reflected off the sword. 

This is why refletions are so incredible in say Bryce, or Vue; because each has a bulit in Sky Dome object(which the sky is mapped to.)   Poser does'nt have this, by default, but it is possible to add.  Dystopia, at Daz3D, has a free add-on that includes a good sky dome.  I think it's especially good in that it, for some reason I hav'nt put my finger on yet, will accept Panoramic Map(from Vue/Bryce) without a seem.  Sky domes are possible without leaving Poser, but they are something to be desired.

The alternate to a Sky Dome would be a 6(or more...) sided Room prop, with Reversed Normals, so external scene lighting can pass through.

Using an Image Map, and Raytraced Reflections together is possible, but you need to make sure the Diffuse Value, and Reflect Value, do'nt add up to more that 1(part of the Fresnel effect )

Also, I see in your first post that you'd managed a reflection using a Reflection Map. This was possible by adding an Image_Map node to the Reflection node.  Then you said you wanted to Raytraced Reflection, but you hav'nt removed the Reflection Map node(Wha I'm assuming is just an Image Map), from the Reflect node?

Oh, and make sure you have Raytracing on, in your Render Settings, and that it is at least 3 bounces.

What sword is this?  If you upload the .pz3 somewhere I may have a hand at it.

Acadia - I'd would have hoped you'd have posted a link to your Diamonds That Look Like Diamonds in Poser 6 - How? 

thread?  Granted that was mostly Refraction, and this is reflection, but the principle is the same.


vincebagna ( ) posted Tue, 20 November 2007 at 12:41 AM

A lot of french speakers here ^^

For the Reflection_Light_Mult, yep, i've just been teached it darken the reflections, and uncheckng it brightens them.
For the reflection map, i assume you can having raytraced reflections with it. It simply fakes the environment to avoid to add a sky dome (btw, to create a sky dome, you can also add a 100000% scaled hi-res ball and turn off CastShadow).

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Miss Nancy ( ) posted Tue, 20 November 2007 at 12:50 AM

turn off cast shadow, and apply the sphere (sky) shader to the diffuse and alternate diffuse nodes. for even more fun, delete all lites and run one of the GI scripts to cause the skydome to illuminate the scene. (this is an unsupported feature of poser 7, but should be fully implemented in the smith micro version).



vincebagna ( ) posted Tue, 20 November 2007 at 1:22 AM

GI scripts? What's that?

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Angelouscuitry ( ) posted Tue, 20 November 2007 at 6:54 AM · edited Tue, 20 November 2007 at 6:58 AM

You ca'nt have Raytraced Reflections with the Image_Map in the PoserSurface Reflection node; becasue there it would drive the reflection %100.   

To have both an Image_Map and Raytracing, you need to put the Image_Map in the Diffuse Color. Then, depending on how much of either you want in your final render, you need to set the Diffuse Value and Reflection Value; by making sure that both do'nt add up to more than "1".

"True reflections" would mean just that, it would mean that everything in the scene(camera position, figures, props...) is tossed into the reflection calculation.  THis is what accurs when you use only Raytracing for reflection, but as I think you understand, this means using a Sky Dome...

So, you use a reflection map for a couple reasons; first that you do'nt really like the color of your scene and how it would effect your shiny metal(Blue skies make green gold,) or that you want to save resources, setting up for..., and then calculating with Raytracing.

Also if you'd read the link I provided on Poser based Sky Domes, you'd certainly have come to understand how the Hi-Res Ball makes for a very poor quailty Sky Dome; with issues regarding Seems, with and without Maps.  And that scaling, alon, is'nt enough.  Once you've scaled a Ball prop, you also need to Reverse Normals,Group Tool) so that the exterior(Infinite) lights will just shine through(as if the ball were'nt there.) and illuminate your figure.   On top of how also plugging the Ball's Image-Map into the Alt. Specular will allow for the Sky Dome to always be visible in your scene preview.


Miss Nancy ( ) posted Tue, 20 November 2007 at 2:27 PM

vince, stefan (one of the P7 developers) wrote a script to activate GI in images produced by P7's firefly module (FFRender). however, it's beyond the scope of this forum, and it increases render times by approx. 100X.



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