yet another limitation.. 2004-02-26 - By Fran?ois Giard
Back Hi Oz, put a ray type switch between your mix2 and shadow input ... hope this help -- -- Original Message -- -- From: "Oz Adi" <oz@(protected)> To: <XSI@(protected)> Sent: Thursday, February 26, 2004 10:58 AM Subject: Re: yet another limitation..
> 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 > > > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ __ > > Protect your PC - get McAfee.com VirusScan Online > > http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 > > > > --- > > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > > unsubscribe xsi > > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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