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Hail
04-12-2013, 05:51 AM
Hi guys, I m doing some experimental surfacing here(and its been full of fun:jam:)... I have got a scene with multiple items and I want to exclude the reflections of some of those items from that of others on per surface basis but I can't seem to find the magic button in the surface editor that would do it.
Is it possible to do in the surface editor or am I getting overly ambitious?

gerry_g
04-12-2013, 06:29 AM
Object prefs editor render tab uncheck receive shadow, make sure you have the correct object selected, may not solve all your problems but may help

Lewis
04-12-2013, 06:31 AM
Object prefs editor render tab uncheck receive shadow, make sure you have the correct object selected, may not solve all your problems but may help

Hmm, not seeing how's that gonna work PER SURFACE ? He wants specific surface not objects so I'm afraid that won't really work unless each object has only one surface but then he probably wouldn't need "per surface" either ;).

cheers.

gerry_g
04-12-2013, 07:04 AM
true, misread, but could always cut his object into layers and name them appropriately so that per surface and per object are one and the same presumably

XswampyX
04-12-2013, 10:51 AM
Yes. and not only that but by bounce. :D

http://i465.photobucket.com/albums/rr16/xXswampyXx/Reflect_Select_zps96a41384.jpg (http://s465.photobucket.com/user/xXswampyXx/media/Reflect_Select_zps96a41384.jpg.html)

Hail
04-13-2013, 04:42 PM
oh wow that sounds very cool.. could you share that scene so that I can have some fun with xswampyx ;)?
thanks!

XswampyX
04-13-2013, 05:17 PM
Here ya go. Have fun!

I was wondering what you needed it for? I can appreciate it for speeding up a render maybe, but couldn't really think of a real world application.

Hail
04-16-2013, 01:20 PM
Thanks alot Xswampyx.. I'm not a nodal person so I have a bit of difficulty understanding your setup. Can you elaborate a bit on your that?
What exactly controls what? in my case I want a surface not to show up in the reflections of another surface.
Which node controls that?

Here is the scene I'm working with(see attachment below)
There is a luminous polygon that is sitting a little above the scene and casting a reflection on the floor but that also reflects on the "side_surface" of the text which I don't want because I'd like to use a different object for that to reflect on.
So in essence what I want to do here is have the lumi poly reflect only on the floor and also have another object reflect only on the text.

Why would I want this kind of a setup?
well... its faster to render(like you said) and I've also found that it give a lot of control over reflections which I find quiet useful for mography chrome renders :)
Thanks again for taking the time to look at this!

Hail
04-17-2013, 05:20 AM
Anyone..?

- - - Updated - - -

Anyone..?

short223
04-17-2013, 07:43 AM
When in doubt, make two renders (one with it on and one off) and comp them in post. By the time you figure out a solution, you'll have it done already....

Hail
04-18-2013, 09:48 AM
When in doubt, make two renders (one with it on and one off) and comp them in post. By the time you figure out a solution, you'll have it done already....

I appreciate that suggestion(that is the rout I'm exploring at the moment) but I find it to be highly unintuitive because I'd like to see(in realtime) how surfaces play together and be sure I m happy with them before I start rendering.

XswampyX
04-18-2013, 04:13 PM
If you use DB&W extended spot node to get at surface ID then yes you can. :) http://www.db-w.com/home

Here's a box with a sphere inside it. Notice how one mirror reflect the box and the other the sphere.

http://i465.photobucket.com/albums/rr16/xXswampyXx/Reflect_Select3_zps08dba0d4.jpg

The trouble is you need a surface node for every surface ID value. Just set the correct surface (mirror surface ID) to be 100 transparent. Not a problem on a small test scene.

My head hurts.... :jester:

Edit to add the updated scene file you posted.

113722

Hail
04-20-2013, 09:44 AM
Whoa.. this is great Xwampyx!
You just saved me from lots of hair pulling and tons of unnecessary renders and possibly frustration :)
I owe you one and if I ever meet you.. I'll buy you beer :D
Thanks a lot buddy.

Hail
04-20-2013, 10:17 AM
If you use DB&W extended spot node to get at surface ID then yes you can. :) http://www.db-w.com/home

Here's a box with a sphere inside it. Notice how one mirror reflect the box and the other the sphere.

http://i465.photobucket.com/albums/rr16/xXswampyXx/Reflect_Select3_zps08dba0d4.jpg

The trouble is you need a surface node for every surface ID value. Just set the correct surface (mirror surface ID) to be 100 transparent. Not a problem on a small test scene.

My head hurts.... :jester:

Edit to add the updated scene file you posted.

113722


This is looking very interesting indeed... I can certainly understand whats going on in this setup but one thing isn't very clear, are the reflections being controlled
by the luminosity value in one of the standard material nodes?

jrandom
04-20-2013, 05:49 PM
Offtopic: XswampyX, how are you posting large images in-line like that?

XswampyX
04-21-2013, 12:34 PM
Nope! :) The reflection is set by the ray source Id node. It seems to give out the layer number of the object that the pixel(spot) is rendering. So all I have done is change the surface of the ball/box to 100% transparent when you are drawing either one of the mirrors. If you are drawing a mirror then the ball/box is invisible so you don't see it in the reflection. Later on when you get to trace the actual ball, you make it visible and render it.

The magic is in the surface of the ball/box.

Jrandom:- I use photobucket to inset the images, but I do keep them to 1024 in width and always to less then 150KB in size. So not to bog down or stretch out the forum.

gerardstrada
04-21-2013, 05:40 PM
Hi guys, I m doing some experimental surfacing here(and its been full of fun:jam:)... I have got a scene with multiple items and I want to exclude the reflections of some of those items from that of others on per surface basis but I can't seem to find the magic button in the surface editor that would do it.
Is it possible to do in the surface editor or am I getting overly ambitious?

This thread might be interesting:

http://forums.newtek.com/showthread.php?121537-Selective-reflection-object-ray-switch-node



Gerardo