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help.  simple clipping path issue driving me nuts….
Posted: 01 June 2008 11:09 PM   [ Ignore ]   [ # 16 ]  
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Scott, make sure you use NoReflexion.img when Animator ask to locate the image, it is in the Texture folder. I think you used Reflexion.jpg I gave only as an example on the thread (the 2 images side by side). It should work.

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Posted: 02 June 2008 12:47 AM   [ Ignore ]   [ # 17 ]  
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Hi, Scott

Your prj is rendered just fine here and plane is clipped as it should wink BUT: one texture is missed (Reflection.img). We guess you use it as a bitmap reflection for bottom plane. If so - yes, you should have “visible plane” effect. The reason is:

RT reflections override bitmap reflections. If a ray hits something - bitmap reflections are ignored. NO MATTER this “something” is 100% clipped/transparent. Thus you’ve no “adobe” text under plane.

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Posted: 02 June 2008 02:21 AM   [ Ignore ]   [ # 18 ]  
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Hello Igors, Hello Scott,

I think if you place the reflection map into as a global raytrace reflection in the world object it should “see” the transparency. Not sure, but at least worth a test.

Jens

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Posted: 02 June 2008 02:50 AM   [ Ignore ]   [ # 19 ]  
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Hi, Jens

Jens C. Möller - 02 June 2008 02:21 AM

I think if you place the reflection map into as a global raytrace reflection in the world object it should “see” the transparency. Not sure, but at least worth a test.

Yes, this map should work Ok

Bitmap and RT reflections are shaded/anti-aliased differently. Said shortly, bitmap reflections can be calculated only for “regular” (screen) shaded point, not for a ray hit. That’s why bitmap reflections usually look “softer”. So even if (imagine) render can use maps of bottom plane to get sky for top one - anyway we would see a “seam” at clipped plane edge.

Edit: Scott’s prj requires to set both: refLection and refRaction RT maps (top plane has no reflectivity but it’s clipped/transparent)

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Posted: 02 June 2008 08:24 AM   [ Ignore ]   [ # 20 ]  
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The only way I can get the text and the top plane in the reflexion of the bottom plane is to put a map in the Global Reflexion of the World info window and clic the “Use Global Maps” in the reflexion enabler section of the Reflectivity tab of the bottom plane. Is this what you did?

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Posted: 02 June 2008 09:13 AM   [ Ignore ]   [ # 21 ]  
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Hi, Richard

richardjoly - 02 June 2008 08:24 AM

The only way I can get the text and the top plane in the reflexion of the bottom plane is to put a map in the Global Reflexion of the World info window and clic the “Use Global Maps” in the reflexion enabler section of the Reflectivity tab of the bottom plane. Is this what you did?

No, at render time there is no difference between “global” and “local” bitmap reflections - both are overriden by RT reflections. Scott needs to switch all “in RT”. His top plane is a real object (with clippimg) - Ok, RT reflection process it. Now he needs just to add “RT sky” (his second texture) as RT reflection/refraction in tact. That’s all

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Posted: 02 June 2008 12:50 PM   [ Ignore ]   [ # 22 ]  
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Igors - 02 June 2008 09:13 AM

No, at render time there is no difference between “global” and “local” bitmap reflections - both are overriden by RT reflections.

Igors,
Yes of course I should have tried that, it’s quite obvious now that you mention it.

So, to sum it up, text on a plane with alpha in clip map OR transparency will only show the text reflection.
To add a reflected environment you need to put the environment map in the “reflection Sky Map” of the Raytrace tab in World info.

If you put the environment map in either the Global reflection OR the Local group Reflection map and check use global map or Use Bitmap Reflection, Camera will render the text AND the plane it’s sitting on in the reflection.

Did I get it right?

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Posted: 02 June 2008 06:24 PM   [ Ignore ]   [ # 23 ]  
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Sounds like an opportunity for a tutorial with project?

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Posted: 02 June 2008 09:20 PM   [ Ignore ]   [ # 24 ]  
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Hi, Richard

richardjoly - 02 June 2008 12:50 PM
Igors - 02 June 2008 09:13 AM

No, at render time there is no difference between “global” and “local” bitmap reflections - both are overriden by RT reflections.

So, to sum it up, text on a plane with alpha in clip map OR transparency will only show the text reflection.
To add a reflected environment you need to put the environment map in the “reflection Sky Map” of the Raytrace tab in World info.

If you put the environment map in either the Global reflection OR the Local group Reflection map and check use global map or Use Bitmap Reflection, Camera will render the text AND the plane it’s sitting on in the reflection.

Did I get it right?

Yes, in other words, if a group uses RT reflections - add RT world sky maps to be “in tact”.  That’s how RT works:

- a shaded point belongs to a group has RT reflections. So do cast a ray (a bunch of rays with AA) in reflected direction

- ray(s) hit something. Very well, do SHADE this “something”. The shading result will be used (delivered) as reflection color. Of course, this “secondary” point can have its own RT reflection/refraction/shadows that can activate new rays in “RT labyrinth”. That’s why a group with both: RT reflection AND refraction is rendered much slower - each ray generates 2 child sub-rays etc

- So rays can walk and walk until nothing is hit or end of RT recursions is reached. At this point the global RT sky maps are used. If they are inactive so background color is used.

Compare to this, bitmap reflections are always “local” i.e. for “this” group only. Yes, there is “global” reflection maps in world dialog but it means only: these maps are used for all groups with corresponded checkbox ON in material reflection Tab. Unlike RT, bitmap reflections cannot “walk”.

Summary: there are no probs with using raytrace OR bitmap reflections (individually for each group). But their combination should not work Ok for transparent/clipped groups.

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Posted: 02 June 2008 09:33 PM   [ Ignore ]   [ # 25 ]  
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the original file was given me by Paul Sherstibitoff.  I pared it down to nothing, (i thought)

but Paul used an image for his refraction sky map and his reflection sky map.  When I turned them OFF,
all is good. smile

thank you all, I honestly need to read up on those types of maps and WHY I ever would need to use them.

What animation scenario would they work well in?

Ive been so busy I haven’t been able to try all these new options, though I do listen to others comment on them, likes and dislikes.

Thanks again, Igors, I guess I thought I was supposed to ask Matt H about this stuff.  No offense.

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http://web.mac.com/finaleffects

Scott Novasic
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Animation & Visual Effects
Los Angeles Ca.
Phone :213.221.7640
Cell :312.502.5151

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Posted: 03 June 2008 06:11 PM   [ Ignore ]   [ # 26 ]  
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Ok I am really getting nervous here. I gueas i am used to C4D because and there precise RT. Camera treats different the RT. Being doing some try and error and i am pulling my hair here.

I want to cast a reflection of my text
two red stripes , black letters

neither one is casting reflections. What is going on? I am sure i am doing something wrong these is pretty basic stuff or is becauase a plane has no depth and it has no uch info to reflect. There has to be some way or another.

Thanks in advanced for the help

On the last one i had to increase the luminance in the text so it could reflect the red colors but the text looks too bright probably i could duplicate that same one layer and place it as a reflection only

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Posted: 03 June 2008 10:47 PM   [ Ignore ]   [ # 27 ]  
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Edgar,

Do not use pure black in your text, 95 percent gray will reflect. I found that out the hard way…
To see the reflection, either boost the luminance of your text plane or put a light to illuminate the underneath of the text plane.

Project: http://www.rdn.qc.ca/eias/Into_EIAS_Power.zip

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Posted: 03 June 2008 11:04 PM   [ Ignore ]   [ # 28 ]  
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Hi, Edgar

Just addition to what Richard said. RT reflctions work like a mirror in real life. So BACK sides of red ribbons are reflected. If they are not illuminated - reflection color = black, no visible reflections. Of course it appears when a luma is added

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Posted: 04 June 2008 12:20 PM   [ Ignore ]   [ # 29 ]  
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Igors - 02 June 2008 09:20 PM

...- So rays can walk and walk until nothing is hit or end of RT recursions is reached. At this point the global RT sky maps are used. If they are inactive so background color is used…

Hi Igors.

I read your previous answer again and found out we can use 100% black text. When the ray hits nothing (or “0” luminance value of 100% black text) RT Sky map or color background is used so we get reflection.

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Posted: 04 June 2008 02:03 PM   [ Ignore ]   [ # 30 ]  
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I got it to work but i dont understand why would you use a Sky Map reflection?

Your map looks very sharp, what is the trick here mine looks like the premultiply is bothering some how. I do not know could possibly be wrong.
Thanks Richard and Igors.

Edgard

What is weird is that you have to modify the object being reflected(TEXT) to increase the RT.

Richard i added the sky map and it did work ok before i post the first time.BUt what about if you waant to uase another Sky Map for another reflection if needed one, how do you control which sky map to affect the objects reflection if you have multiple Sky Reflection Maps?

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