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ronviers
lighter/generalist

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This should be obvious but why is it that when the checkbox in this filter is ticked there is not a reflection of the environment? In other words, why doesn't a constant height reflect?

RefQ.ffxml
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Kraellin
Kraellin

Posts: 12749
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umm, you havent got anything plugged into switch one. smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

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lol, it's white. smile:)
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ronviers
lighter/generalist

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Btw Kraellin, how do you know so quickly that a question has been posted?
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Kraellin
Kraellin

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huh? i only know when i'm here and flipping around the forums. the little icon is blue when there's a new post.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

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well, you wont get any change on a completely white field.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

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a constant white or constant anything has zero surfaces, or rather one surface, so how could you see any differences between surface and reflection?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

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by 'little icon', i mean the icon to the left of the thread title, the letter looking thing. it's blue in my browser when there's a new post, white when no new post.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

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Quote
Kraellin wrote:
a constant white or constant anything has zero surfaces

A wall mirror has a single surface smile:?: smile:?:
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Kraellin
Kraellin

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yup. cant map on a plain white field. gotta have some differences.

same is true for refraction.

and elevation gradient.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

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I'm just not getting it, sorry. I can see the room in a flat mirror.
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Kraellin
Kraellin

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hehehe, true and that's good. that means you're not a vampire.

ok, i dont know how the FF team mapped all this stuff, but 'height' is like bump mapping. it's strictly black and white mapping, or, bright vs. dark to set the height. even colors have a light and dark rating. all that gets translated to simple black and white for mapping purposes. so, how do you display the differences in a bump map when the bump map has no differences...all white, all black, all gray, etc.

and bear in mind, that's MY explanation of it and not necessarily what FF actually does.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

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Okay, then what about this one:

RefQ2.ffxml
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ronviers
lighter/generalist

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Quote
Kraellin wrote:
by 'little icon',

I was hoping you had some kind of automated system that sent the posts into your inbox.
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Kraellin
Kraellin

Posts: 12749
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well, you're still only mapping the height with a profile gradient. and there's still no difference in the all white field. you didnt change the all white field in image. add a surface and you'll see what i mean.

RefQ2 rev 1.ffxml
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
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also, it occurs to me from looking at the last one, that 'height' may be mapping things like elevation gradient does. it may not be linear.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
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in fact, it looks like it's very much not linear. notice how the profile gradient has remapped the sphere. if it were linear through the height, you'd have dark on the one side going to light on the other. but height is apparently mapping it to highs and lows like elevation gradient does.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

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Filters: 35
This one is not linear. Shouldn't it be a cylindrical projection?

RefQ2 rev2.ffxml
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ronviers
lighter/generalist

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This may be the flattest possible mirror.

RefQ2 rev3.ffxml
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Kraellin
Kraellin

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sorry, had to do something. back now, but havent looked at your last posted filter yet.

in the meantime, let's simplify this down. take a look at this one. unplug the surface from this one and plug it back in and unplug, etc. notice what happens. and i'll look at yours.

RefQ2 rev 1a.ffxml
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
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ok, in refq2 rev2, unplug your circular arc and plug the profile grad into the surface and you shld see what's going on. remember, you've also got a lighting environment affecting all this and not just height.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
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ok, and in rev3, you're just adding complexity when you havent got the simplicity yet. go back to the simplicity and get that understood first smile;)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Okay, I can't hang - too much reflection for one day. Hopefully it will all be clear tomorrow.

You're right about the simplicity I will start there in the morning. Have a good one. smile:)
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Kraellin
Kraellin

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hehe, ok. and bear in mind i may be all wrong. so, trust your own observations.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
It is obvious that when the height is set to a constant or graded with a linear profile the surface is still reflecting – this can be verified by moving the brightness and saturation sliders under lighting. However, there are no details from the scene visible in the reflections. This may be due to a distance issue, like pressing a mirror right up to your face – even touching the eyeball. Anyway it doesn't matter because I have found a way to get the effect I wanted for my tiles project by introducing a multiply blend mode to linear gradients as can be seen in the attached snippet.
No doubt that there is a lot more to it but since I can now get it to do what I want it to I don't care about it any longer.

Thanks so much for the help Kraellin. smile:D

RefQx1.ffxml
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onyXMaster
Filter Forge, Inc.
Posts: 350
When you use environment mapping (Filter Forge lighting uses this technology as a part of Surface filters rendering), you get the reflection for _orientation_, since the lighting environment itself is positioned infinitely far from the surface itself. So, you will not get any variation of reflection on a flat surface (no matter at what angle it is). On the other hand, any distortion introduced to the surface will introduce the variations in reflection (place a sphere there to get what I'm talking about).
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ronviers
lighter/generalist

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Okay onyXMaster, that explanation is fine. Thank you.
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Kraellin
Kraellin

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ron, glad i could help. sometimes just having someone there to say 'hey!' can be useful, even if they give wrong answers smile;)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
Kraellin did you notice that last snippet? I never would have guessed that the reflection map for a flat mirror would look like that - it's no wonder I found it confusing. smile:)

RefQx1 m2k.ffxml
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