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yet another limitation..

yet another limitation..

2004-02-26       - By Bernard Lebel

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Hum... never had such problem as far as I remember. Maybe you could skip the
backfacing polygons by using a ray_type node.... though I'm not sure it will
change anything. Obviously it should work but it's not.

In worst case scenario you could use the sprite shader, works very well.


Cheers
Bernard



http://www.bernardlebel.com
http://www.xsimontreal.com
http://www.xsibase.com





>From: "Oz Adi" <oz@(protected)>
>Reply-To: XSI@(protected)
>To: <XSI@(protected)>
>Subject: Re: yet another limitation..
>Date: Thu, 26 Feb 2004 17:58:45 +0200
>
>it's already high..
>
>it's set to 4, and when the transparent phong is connected directly to the
>shadow,
>the shadow looks ok, it looks transparent. when I connect the mix2colors
>output to the shadow, it seems
>like xsi dont know to use the mixed data, to determine where the shadow
>should be opaque and where its transparent.
>(I got an opaque sticker mixed onto the glass model)
>
>
>
>-- -- Original Message -- --
>From: "Bernard Lebel" <atyss4si@(protected)>
>To: <XSI@(protected)>
>Sent: Thursday, February 26, 2004 5:46 PM
>Subject: RE: yet another limitation..
>
>
> > Make sure the refraction trace depth is high enough (at least 4).
> >
> >
> > Cheers
> > Bernard
> >
> >
> >
> > http://www.bernardlebel.com
> > http://www.xsimontreal.com
> > http://www.xsibase.com
> >
> >
> >
> >
> >
> > >From: "Oz Adi" <oz@(protected)>
> > >Reply-To: XSI@(protected)
> > >To: <XSI@(protected)>
> > >Subject: yet another limitation..
> > >Date: Thu, 26 Feb 2004 16:35:07 +0200
> > >
> > >
> > >looks like a mental ray limitation..
> > >
> > >I got a transparent glass. (phong) and it has a red  opaque sticker on
>part
> > >of it. (lambert)
> > >I mixed those two, using a mix2colors that is connected to the surface
>and
> > >shadow of the material,
> > >the phong goes to the base-color, and the lambert goes to color1.. the
> > >sticker's alpha goes to the wheight
> > >to determine where on the surfaces, it's a transparent phong, and
>where's
> > >the opaque lambert..
> > >
> > >the problem is with the shadow it casts on the floor..
> > >If i connect the transparent phong to the Material's shadow, the shadow
>is
> > >coorect for the glass, it is very light
> > >depending on the thickness of the glass.. but if I connect the
>mix2color
> > >output to the Material's shadow,
> > >I expect the shadow to be light and transparent where it's phong, and
> > >opaque where it's a lambert material..
> > >but xsi renders all of the shadow opaque...
> > >
> > >is this a know bug/limitation? is there a workaround for that?
> > >
> > >cheers,
> > >
> > >Oz
> > >www.coolcalb.com
> >
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