aeryk71 opened this issue on Mar 07, 2000 ยท 6 posts
aeryk71 posted Tue, 07 March 2000 at 8:17 PM
ClintH posted Tue, 07 March 2000 at 8:33 PM
Nope, I've never been able to get that right either. Since the Aura is post render I dont think it knows about the reflection of the object that has the Aura.... If anyone knows how to make this work Im all ears. I figured it was a render engine limitation. You would bring the final image into a paint program and fake it... Clint
Clint Hawkins
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MarkBremmer posted Tue, 07 March 2000 at 10:35 PM
On the 'table' draw a parametric circle underneath the sphere. Then, assign a multichannel shader with everything set to none except the glow channel. Implement a max scaled ripple shader and adjust as required to acheive best aura. Mark
Tuck3D posted Tue, 07 March 2000 at 11:05 PM
Yes I wish someone could answer that. Is it a rendering engine limitation, or just the way it is? And I will then assume that all post-rendering affects will have there own faults. Do larger packages such as 3DS Max and LIghtwave have the same type post-rendering affects with the same limitations. Tuck
MarkBremmer posted Tue, 07 March 2000 at 11:12 PM
Regrettably, unless you want to pay some serious money, the 'cost effective' packages do not support radiosity or cautics.
Gabi posted Wed, 08 March 2000 at 3:29 AM
Well, Bryce fakes caustics pretty well, but does not support radiosity. Hash' animation master (v 2000: 299$) supports both ;-) Gabi