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Starting
Point
Open up Pixels3D and set up our first test. Select the camera and open
up Object Info ( CMD-I ) and set the position of the camera to 0.0, 0.0,
-35.0 ( x,y,z ). Next, move the Light to a good location on the left or
right of the camera.
Create
a Mesh
First choose Shapes>Mesh and hit OK. In Object Info ( CMD-I ) change
the rot of x to 90.0 and the park it. Next, do a Controls>Scale to
size the mesh taking most of the camera's view in the perpestive window.
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Apply
our First Relfective Surface
Let's open up ShaderMaker ( CMD-W ) and apply a reflective surface shader
to our mesh. Use the settings on the left. Remember to set the Raytracer
node's colour to black.
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Duplicate
our Mesh
With our Mesh still selected, CMD-D to duplicate it and move it on the
Z plane to a distance near the camera as pictured to the left.
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Apply
a new Reflective Shader
Back to ShaderMaker, lets create a new shader by clicking on an empty
slot. Use the setting as pictured to the left. Notice we set out Opacity,
Diffuse, and Ambience to 0.0. This is so we can reflect back our first
mesh onto itself without this mesh being reflected back.
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Set
Up the Recursions
Choose File Menu>Render Setup ( CMD-U ) to open up the renders setup
dialog. You should see a checkbox labled Raytracing, check it if it's
not already. Below it is an editfield for us to enter an integer value.
About
Recursions
Recursions are how may times an object using raytraced surfaces, will
be reflected onto itself. So a value of 1 means it will reflect any rays
only once, 8 times means it will reflect its rays 8 times.
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Quick
Render
Quick render with recursions set to 1. Like we explained earlier, the first
mesh is reflected oly once as seen in the picture. |
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Reset
the Recursions
Open Render setup again. Set the recursions to 3 and do another quick render.
Notice how our first mesh is reflected onto itself 3 times. This picture
doesn't do it much justice so lets add an object to the scene. |
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Recursions
Applied
Create any shape, such as a vase, and add a gold shader to it ( use my
gold shader from last tutorial and set the refraction to 0.0 ). Move and
scale the object to set it near the botom right corner of our first mesh
and do a quick render. We can now clearly see our gold object being reflected
3 times in the first mesh.
These are the basics
of using recursions in our scene. Now lets try something a little more
complicated...
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Start
Download this scene file, and open it in Pixels|3D.
Testing
Scene
Ok so we obviously can see the differences and power between reflections
and usage of recursions. I put together this scene to show a cool way
recursions can give your scene some added "magic".
There are 6 objects
in the scene using 5 different shaders, all included with the download
- a cone, cube, 2 spheres, and 2 meshes. We will need to concentrate on
the 2 spheres and one of the mesh's that will be using raytracing.
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Rendering
without Recursions
Most 3D doesn't utilize raytracing to its full potential. Here, I set
the raytracing's recursions to 0, and rendered it out. It still reflects
scene objects onto the 3 objects and notice, the objects are not reflecting
there own reflections back to one another. Look closely at the water where
the bubbles are being reflected upon.
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Blownout
Here's an example of how nice recursions can be, as opposed to just raising
the reflection values on the 3 objects. On the left is what happens when
you try to set the shader's reflections of each object to a value of 1.0,
3 times greater than normal. I circled the ugly areas that are totally
blownout in colour and distract the viewer from the entire image.
Ok,
so how do you know when your reflection values are not going overboard?
Make a test scene with 4 objects spread out; one reflective ( black diffuse
colour ), and the others red, green, and blue respectively.
Match the colours of those objects against their reflections onto the
reflective object, they should be a near exact match.
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Rendering
with Recursions
If we were to change the renderer's recursions back to a value of 8 and
render it. There is a huge difference in the water, but wait, check out
the lighting in the bubble - more "Magic".
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One
Last Problem
Reflections aren't perfect
in every way when calculated by a machine, but sometimes we can get them
near perfect by being imperfect. The problem with this scene is the reflections
of our Candycane shader. If you notice the reflections tend to blur out
or overrun the transparent sections of these 2 objects. So, simply lowering
the reflection value of the water doesn't help. The only solution here
is to use a less "strict" shader unlike stripes.
Have fun!
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