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.