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yet another limitation..

yet another limitation..

2004-02-26       - By Fran?ois Giard

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

?!? here an example with raytype switch.  the region on top is the result of
direct connection of mix2 > shadow

http://www.giard.ca/raytype.jpg

-- -- Original Message -- --
From: "Oz Adi" <oz@(protected)>
To: <XSI@(protected)>
Sent: Thursday, February 26, 2004 12:05 PM
Subject: Re: yet another limitation..


> I tried using the ray_type node, no luck there either :)
>
> here's a few images to show the problem:
>
> http://www.coolcalb.com/~oadi/pix/shadow.jpg
>
> it's not for a project, I am teaching an intern, and she asked me why the
> shadow went dark and opaque..
> I still cant figure it up :)
>
> If I am doing things right, it looks like a mental ray limitation.. (3.2)
> or maybe it's my mental limitation hehe..
>
>
>
>
> -- -- Original Message -- --
> From: "Fran?ois Giard" <francois@(protected)>
> To: <XSI@(protected)>
> Sent: Thursday, February 26, 2004 6:20 PM
> Subject: Re: yet another limitation..
>
>
> > 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
> > > >
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> > >
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