Robert_Ripley opened this issue on Nov 28, 2007 · 13 posts
Robert_Ripley posted Wed, 28 November 2007 at 6:38 AM
i wanna know how to make a reflection of a laser beam.
if the beam hits the mirror, it don´t reflects to another direction.
it still looks like it hits a wall.
thx anyway
Gog posted Wed, 28 November 2007 at 9:45 AM
Fake it, add a duplicate light at the mirror surface pointing where the beam will go....
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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.
Robert_Ripley posted Wed, 28 November 2007 at 10:33 AM
Attached Link: http://img.fotocommunity.com/photos/8698321.jpg
oh really? ;)no i wanna get some light effects when it shines through the crystak pyramid or as you see...the light around the glas
Gog posted Wed, 28 November 2007 at 11:36 AM
Not sure how much of that is likely to be achievable with Bryce,
can we see what you have so far , have you enabled any of the advanced render settings?
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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.
bikermouse posted Wed, 28 November 2007 at 11:46 AM
sorry the link doesn't work for me.
might you be thinking about refraction ? the bending of light of two disimalar objects (in terms of indices of refraction i.e. air and glass) at their common boundry?
Gog posted Wed, 28 November 2007 at 1:44 PM
I had to right click and save the jpg at the end of the link, all sorts of lighting effects going on in there :)....
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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.
Robert_Ripley posted Thu, 29 November 2007 at 12:56 AM
is it possible with bryce?
Gog posted Thu, 29 November 2007 at 4:28 AM
SOme is some you will have to fake, for example reflective dispersal would need to be faked but some of the othe light effects can be got at with advanced render settings...
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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.
bikermouse posted Thu, 29 November 2007 at 4:39 AM
I admit I am nieve about version 6 so for that reason I hesitate to say dispersion and reflection don't work in version 6 but they don't unless that's been changed. making lenses (ie refraction) does work. I played with these extensively in earlier versions of Bryce so up to version 5.1 I know pretty much what I'm saying.
dvlenk6 posted Thu, 29 November 2007 at 5:56 AM
I can't get the picture link to work (error 403), so I can't see the example.
Bryce does reflections; but can't do reflectivity (bounce light). So you can't bounce luminosity directly; but you can show a reflection.
It can do surface refractions, but not volumetric. Index of Refraction is singular (no mapping for it, no dielectrics, etc.), and can't layer. So you can't do prismatic effects directly.
There is no photon mapping, so you can't do nephroidal caustics, just simple (and missing the reflective component).
You can do a fair simulation of diffuse inter-reflection and specular reflectance (color bleeds) via ambient channel + True Ambience; but it is not completely accurate, hard to set up, and is very render intensive.
Friends don't let friends use booleans.
electroglyph posted Thu, 29 November 2007 at 6:54 AM
Darn the picture worked yesterday. Now it says 403 Forbidden!
Copy the picture to your computer.
Make another post then Use the Attach a File: box and post the picture to Renderosity with your post.
It will be on the renderosity server then we won't have to hunt for it.
Robert_Ripley posted Thu, 29 November 2007 at 7:11 AM
or at walls
bikermouse posted Thu, 29 November 2007 at 8:00 AM
(Quote) "...but can't do reflectivity (bounce light)..."(/Quote) yes, that's what I meant. Some really neat stuff can be done with mirrors,lenses and the right camera position though. (try putting the camera inside a lense or near a lense for example). I suspect alot of the above pict is faked ie the angles of incidence and coincidence are actually two beams of light rather than 1. although if you look closely you'll see some use of mirrors too.
remember when faking the angles of incidence(striking the mirror) and coincidence(bounce) should be equal normal to the plane of the mirror. That's part of Snell's law which applies even in refraction once the critical angle is reached. (I actually remember this from optical minerology but couldn't find a reference to this part in google.)