secondary ray 2005-03-31 - By Alan Jones
Back Strange that they changed that - If you wanted it a ray to remain what it was wouldn't you just use mi_trace_continue and not bother having another state created?
Cheers,
Alan.
On Thu, 31 Mar 2005 10:35:59 -0500, Halfdan Ingvarsson <hingvars@(protected)> wrote: > > Exactly. mental images changed the semantics of the transparency ray around > version 3.2 (from a secondary to a primary ray) but the shader did not get > updated to reflect this. > > - � > > -- --Original Message-- -- > From: owner-xsi@(protected) [mailto:owner-xsi@(protected)]On Behalf Of > Jim Rothrock > Sent: Wednesday, 30 March, 2005 21:05 > To: XSI@(protected) > Subject: Re: secondary ray > > Gerbrand Nel wrote: > > still feels like it shouldn't work this way, if I make something 100 % > transparent but still have highlights running on it, everything behind that > object should be a secondary ray... because it's a refraction on the > transparent object, even if the index of refraction is 1 ??? does anyone > else agree????? the funny thing is it starts working the moment you change > the index of refraction. usefull sometimes but isn't that what the sprite > shader is for????Without having the source code to the shader you are using, > I can make a guess about what is happening. If the relative index of > refraction is not 1.0, the ray direction must change, so the shader calls > mi_trace_refraction(). If the relative IOR is 1.0, the ray direction will > not change, so mi_trace_transparent() is called instead. This is a speed > optimization. mi_trace_transparent() will have approximately the same > effect as mi_trace_refraction(result, state, &state->dir), but transparency > rays are considered to be primary rays. From the mental ray documentation: > > > > miRAY_PRIMARY(raytype) > is true if the raytype is a primary or a transparency ray. > -- Jim Rothrock | Stan Winston Digital | jimr@(protected) --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi
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