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Introduction |
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In this tutorial, we will be using Pixels' Raytracer to reflect
a wide fisheye view into the Camera.
This tutorial
requires:
Pixels3D
| studio | v3.x
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Downloads |
Step
1: We Need a Scene |
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Create a few primitives, open an existing scene, or use the
tutorial scene.
The tutorial scene is simply 12 elongated cubes with the camera
focused between them.
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Step
2: Create the Reflector Object |
| The detail of the
reflection is dependant on the detail of the reflector, so increase
the U & V Subdivisions to at least 4x4. Higher
values will be more accurate, but will also take longer to render. |
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Step
3: Linking |
| In the Right View's
View Options, change the view to Schematic. |
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Select the Camera and Interest, then Shift-Select
the Sphere.
Choose Control>Link.
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| Accept the default
Link Options by clicking OK. |
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| The Camera and Interest
are now children of the sphere, and will always point toward it. |
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Step
3: Apply a Reflective Shader to the Sphere |
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With the Sphere selected, click an empty swatch in th Shader
Manager.
Select the PerfectMirror Shader.
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Step
4: Position the Camera |
| Select the
Camera, and use Control>Move to reposition it to the
opposite side of the desired viewing angle. |
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| The sphere should
completely fill the camera view. |
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Step
5: Adjust the Raytrace Recursions |
| For the fastest render
time, open the Render Options Dialog ( CMD+U ), and set
the recursion level low. |
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Step
6: Render |
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Choose File>Quick Render to see what we've done.
This is just one method. It is also possible to link a 'lens'
to the camera, and use a refraction shader on the lens. Try
it!
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