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Re: Standard render or physical: Reflections linked to specific objects

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Steve Bentley
Re: Standard render or physical: Reflections linked to specific objects
on Dec 11, 2019 at 10:48:48 pm

Hmmm. Not sure how to think about this. That did work, but only for the first bounce.

Regarding an "odd man out" reflection object (the object that should only be reflected in one object instead of all objects): Any object that is included in the exceptions list to receive the reflection will also lend the odd man out reflection to other objects even though other objects are not included in the in the exceptions list. So the other objects can't see the reflection of the odd man out object directly, but do see it indirectly through the reflection of the object that can see the odd man out reflection.

As well, if you use the pre R16 method of materials (without everything jammed into the Reflectance channel, but using a Beckman et al in the Reflectance channel) and map those materials onto the receiving objects, anything that receives luminance from the odd man out object (whether that receiver is reflective or not), that light will also be reflected in objects that have not been included in the exceptions list, and this will happen on the first bounce as well as subsequent ones.

I guess I figured the traced ray would be tagged with objects it could intersect with - otherwise the system is burning tracing runs when they aren't needed. Why calculate a path to an object the light isn't supposed to be reaching?



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