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Reflections

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Reflections Empty Reflections

Post by jomzkie23 Mon Nov 17, 2008 6:32 am

Hi CGPeeps!
Gusto ko lang ask ang topic about reflections
Madalas kasi lagi ko naeencounter na ayaw magreflect ng isang materials
kahit na mataas na reflection ko esp.pag wood parquet or wood panel lalo na dark colors at minsan naman ay okey at minsan din pala sa flooring.
Anu-ano ba dapat i consider sa ganito problema.tnx in advance!

Settings ko sa wood:

Diffuse (color grey) : wood map
Reflect : falloff (fresnel)
Refl.glossiness : .65
Bump : 15 (wood bump map)
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Post by render master Mon Nov 17, 2008 7:09 am

jomzkie23 wrote:Hi CGPeeps!
Gusto ko lang ask ang topic about reflections
Madalas kasi lagi ko naeencounter na ayaw magreflect ng isang materials
kahit na mataas na reflection ko esp.pag wood parquet or wood panel lalo na dark colors at minsan naman ay okey at minsan din pala sa flooring.
Anu-ano ba dapat i consider sa ganito problema.tnx in advance!

Settings ko sa wood:

Diffuse (color grey) : wood map
Reflect : falloff (fresnel)
Refl.glossiness : .65
Bump : 15 (wood bump map)

iyong relf glossiness bro is for specular highlight ng material, the lower amount the more your reflections will lost see sample below


Reflections Sample11
Reflections Sample10
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Post by bokkins Mon Nov 17, 2008 7:13 am

thanks onel! 2thumbsup
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Post by jomzkie23 Mon Nov 17, 2008 9:19 am

Salamat sir ronel sa quick reply.
i tried also ur matls' settings pero hindi pa rin nagreflect ung floor parquet.
below are my settings paki tingnan nalang master kung bakit ayaw magreflect
(tnx in advance)

Reflections Wood

Reflections Hdri

Reflections Wire

Reflections 1-5
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Post by render master Mon Nov 17, 2008 9:37 pm

Untick fresnel reflections sa material mo sir.
I will be posting Reflections and Glossiness tutorial soon- factors affecting it
Sir paki post mo iyong settings ng global switches mo


Last edited by render master on Mon Nov 17, 2008 10:10 pm; edited 1 time in total
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Post by render master Mon Nov 17, 2008 10:08 pm

check this out, another factor affecting reflections

Reflections Rr110

Reflections Rr210
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Post by bokkins Mon Nov 17, 2008 10:18 pm

thanks onel, lipat ko lang to sa cg discussions ha, and later cguro sa vray discussions.. Smile
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Post by nyop Mon Nov 17, 2008 10:56 pm

salamat sa mgs nyo at tips sir. Very Happy galing
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Post by nomeradona Mon Nov 17, 2008 11:06 pm

wow.. im proud of CGP andito si Ka Onel.. rendermaster talaga. parang walking wikepedia ng max, maya, vray ah...
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Post by ERICK Mon Nov 17, 2008 11:59 pm

ngaun ko lang nalaman to ah... very nice.. very quick response for a very helpful guy... godbless ser master walking 3dmax...
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Post by jomzkie23 Tue Nov 18, 2008 1:23 am

Salamat sir onel sa very quick reply medyo nagkaproblema computer ko. Na virus diko ma open ung OS ko me back up nmn ako nung files icheck ko ung global switches baka nga un ang probs at try ko rin i untick ung fresnel.salamat sa info.master teacher onel ang bait mo tlaga.Godbless Very Happy
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Post by render master Tue Nov 18, 2008 3:52 am

another factor see samples

Reflections A210

Reflections A310

Trace reflections was untick on material options
Reflections A110
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Post by cubi_o: Tue Nov 18, 2008 4:28 am

sir jomz. try mo rin e check itonng part nato sa material library
kase minsan pag nag vray scene converter tayo, ina uncheck nya yung
"trace reflection" kya try nyo rin check sir...

Reflections Reflection

hope it add up... Very Happy

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Post by torvicz Tue Nov 18, 2008 5:11 am

galeng galeng naman ng mga pinoy oh!

ayus to!

dude joms, madalaas mangyari talaga yan!
kung di parin makuha ng mga tuts ng mga master,
palitan mo nlng ung geometry mo...minsan nagloloko rin ung object mismo...

cge try mo.....
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Post by Guest Tue Nov 18, 2008 5:28 am

Perhaps, you aren't seeing reflections because it is masked by default with a fresnel function and you are viewing it parallel to the object.

Thats what fresnel is all about - The angle of incidence has a love-hate relationship with refelction. It will be at its strongest when perpendicular and lowest when the viewing angle is parallel to the object. Thats just how it is in real life.

But since it is cg, I tend to get full control of my reflections by masking my refs with slowramped falloff map.

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Post by Guest Tue Nov 18, 2008 5:33 am

render master wrote:

iyong relf glossiness bro is for specular highlight ng material, the lower amount the more your reflections will lost see sample below

The idea about the value is correct. But reflection glossiness is not a specular highlight. The reflections aren't really lost though, they're just blurred.

The control for speculars is the Specular glosiness. You need not touch this not unless you aren't aiming for what happens in real life (where there aren't speculars really, just reflections of the light sources....)

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Post by arkiedmund Tue Nov 18, 2008 5:52 am

v_wrangler wrote:Perhaps, you aren't seeing reflections because it is masked by default with a fresnel function and you are viewing it parallel to the object.

Thats what fresnel is all about - The angle of incidence has a love-hate relationship with refelction. It will be at its strongest when perpendicular and lowest when the viewing angle is parallel to the object. Thats just how it is in real life.

But since it is cg, I tend to get full control of my reflections by masking my refs with slowramped falloff map.

Welcome aboard sir vertex!!

Can you kindly elaborate further the idea of masking reflections with slowramped falloff maps?

thanks and welcome to CGPinoy...
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Post by render master Tue Nov 18, 2008 6:16 am

[quote="arkiedmund"]
v_wrangler wrote:
Can you kindly elaborate further the idea of masking reflections with slowramped falloff maps?

thanks and welcome to CGPinoy...

Its putting the falloff mat in the reflections slot of the vraymaterials rather than using fresnel reflections. Fresnel reflections is tricky to use, if you dont know how, the dos and donts.... you will end up rendering a few hours without getting any reflections....

Welcome back Sir v_wrangler
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Post by Guest Tue Nov 18, 2008 10:59 am

[quote="render master"]
arkiedmund wrote:
v_wrangler wrote:
Can you kindly elaborate further the idea of masking reflections with slowramped falloff maps?

thanks and welcome to CGPinoy...

Its putting the falloff mat in the reflections slot of the vraymaterials rather than using fresnel reflections. Fresnel reflections is tricky to use, if you dont know how, the dos and donts.... you will end up rendering a few hours without getting any reflections....

Welcome back Sir v_wrangler

Thanks for the warm welcome.
Its not tricky to use really - there's just no control because vray does it for you under the hood.

Adding a falloff map yourself allows greater control. I tend to edit the handles for the curves so I can control the transitions of the grey levels.

CG reflecions are really very easy to use - some people tend to break the rules by pumping their levels too high without even knowing the rules for a start. It should be the other way around.

If you look at reflective materials around you, you'll see that reflections are stronger at the sides ( perpendicular to your angle of sight) and lesser when looking straight (parallel). Of course mirrors are a different story.

Thats the idea about fresnel, and one way to mimic the phenomenon in MAX is by masking reflections with a falloff map.

And oh, it doesn't hurt to use the falloff maps to add punch to your diffuse maps BTW....good for fakey rim lightings, velvets or dusts or molds or for putting creepy stuff in the dark creepy areas of your renders...

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Post by jomzkie23 Fri Nov 21, 2008 1:59 am

@sir onel; salamat bro sa mga quick replies at sa mga graphics explanations.
kakaayos lang ng computer ko at i check my global switches sa vray render rollout
at naka check nmn ung reflection/refraction ko at for sure maraming natulungan
sa mga cgpeeps ang mga additional info.mo.maraming salamat ulit..Gbu

@cubi_o; naka check nmn at salamat sir sa additional info.

@wrangler; Welcome sa cgp sir at salamat sa additional information about reflection.
ang dami ko natutunan sa mga tips mo. kahit tama nmn pla settings sa reflection minsan
hindi visible depende sa view nya at dapat lagyan ng falloff sa maps at tweak lang sa curves
until reaching the ryt reflection depende sa taste natin.tama po ba pagkakaintindi ko?
salamat.....

@torvicz; oo bro effective ung suggestion mo pinalitan ko ung object at apply ng materials
ni master onel at okey na.salamat dude sa info

@ master bokkins,madsnyop,nomeradona,ERICK at arkiedmund; salamat sa participation about this topic
at tnx for droppin by..mabuhay ang CGP
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Post by Guest Fri Nov 21, 2008 2:24 am

jomzkie23 wrote:
@wrangler; Welcome sa cgp sir at salamat sa additional information about reflection.
ang dami ko natutunan sa mga tips mo. kahit tama nmn pla settings sa reflection minsan
hindi visible depende sa view nya at dapat lagyan ng falloff sa maps at tweak lang sa curves
until reaching the ryt reflection depende sa taste natin.tama po ba pagkakaintindi ko?
salamat.....

Exactly! You hit it right in the head.

One more thing, say you want the reflections of your refelction cards or BG or anything thats reflected off your surfaces to be stronger or lesser without compromising other reflections or the parameters of the reflective surface. How do you do that?

Well, you simply adjust the strenght of the source. This is good for light sources or cards that mimic the downlights or those planar cards in cool car renderings. You do not lessen or strengthen the reflectivety of the materials (of the cars in this example).

You just put an output map in the self illumination parameters of the materials (standard materials stop at 100 percent self-illumination). By doing so and pumping the levels of the output map, you are telling max or vray to go above the 100 percent self -illumination border...The result is that - their reflections will become brighter or dimmer. You won't need a max book to learn that - you got that for free here at CGPINOY. Naks!

I'll expand on these later if my descriptions a bit cryptic..

Goodluck..

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Post by crayzard Sat Nov 22, 2008 3:39 pm

pa off topic muna ko.. hi mr vertex, long time no hear po ah. Very Happy
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Post by Guest Sun Nov 23, 2008 8:09 am

crayzard wrote:pa off topic muna ko.. hi mr vertex, long time no hear po ah. Very Happy

Kumusta Cray, hanep models mo ah. Kakainggit ka. Inom tayo sometime...

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Post by jefferson01 Sun Nov 23, 2008 5:57 pm

welcome k lng sir vertex...... guitarhero
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Post by Butz_Arki Sun Nov 23, 2008 6:24 pm

gling nito sir..salamt
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