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Author Topic: Reflection MASK ?!?  (Read 20188 times)

daniel99

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Reflection MASK ?!?
« on: May 03, 2010, 06:48:38 pm »

Hello, forum. I have a new dilemma. Working for a commercial, I kinda figured out I need to use same material with different reflection values.
For example, same as using an alpha map or a bump map, is there any chance to use a reflection mask, where white will show 100% reflection, black 0% and gray 50%?
I've never asked myself this question before, and now I need to.
If this is possible, it would be very usefull.
Anybody know something about this?

All best.
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daniel99

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Re: Reflection MASK ?!?
« Reply #1 on: May 03, 2010, 08:34:08 pm »

Here's an example.
Can we use same texture, for different reflection values, without using the same texture as multiple materials, like I did here?
Thanks.
« Last Edit: November 30, 2011, 04:51:38 pm by daniel99 »
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3Dgeek11

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Re: Reflection MASK ?!?
« Reply #2 on: May 03, 2010, 08:57:19 pm »

Try a transparent map. They work according to the black/white values of the image you set to it.
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daniel99

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Re: Reflection MASK ?!?
« Reply #3 on: May 03, 2010, 10:25:32 pm »

Yea, but this is affecting the solid also. I need transparency 0%, and  different values of reflection.
And, for example, windows are semitransparent, but the reflectivity is higher then solids. How do you acomplish that ? :)
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ENSONIQ5

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Re: Reflection MASK ?!?
« Reply #4 on: May 03, 2010, 11:06:26 pm »

ART does not currently support reflectivity mapping (I think, please anybody correct me if I am wrong).  Re the semi-transparent windows, the ART attribute Specular Reflection uses the Specular value to define the reflectivity, and the Glossy Reflector attribute uses the variable Kr, so they work independently of the transparency value.  For example, you can define a material with transparency setting of 0.1 (almost invisible) but with specular reflection attribute and specular value of 1.0, and the resultant render will show you almost nothing but the reflection.
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3Dgeek11

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Re: Reflection MASK ?!?
« Reply #5 on: May 03, 2010, 11:22:06 pm »

Yea, but this is affecting the solid also. I need transparency 0%, and  different values of reflection.
And, for example, windows are semitransparent, but the reflectivity is higher then solids. How do you acomplish that ? :)

Yeah, I wrote that in a hurry. I didn't really realize it was a reflection map-thing that you wanted. ;)
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hihosilver

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Re: Reflection MASK ?!?
« Reply #6 on: May 03, 2010, 11:43:43 pm »

You may be able to try using a specular map with the reflections.  I can't be sure it will work, but it's definitely worth a shot! (give it a reflection attribute and everything, then put a black/white image into the specular slot).
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BOB_I_Ts

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Re: Reflection MASK ?!?
« Reply #7 on: May 04, 2010, 03:11:09 am »

unsure if this solution there isnt any any channel for reflections im aware of in anim8or but you can use solid mask of gif texture ,you can enable it after y load the gif with alpha by  clicking the MD button in the texture straight after you click texture

gif alpha mask will mask environment cube maps ! but im unsure if it will do same with reflection in renders as i haven't ventured that fare into new features of anim8or yet
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$imon

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Re: Reflection MASK ?!?
« Reply #8 on: May 04, 2010, 04:48:23 am »

No guys, I'm sorry there is no way to mask reflections in Anim8or. Using the specular slot only masks just that - the specular of the material, not the reflection.

Daniel; how I would go about it is one of two ways
either make two different materials - obviously.
or do it in post-production. You can render the image with reflections, without reflections and render the scene with just the alpha values. then combine them in photoshop to have the reflective values in the specific areas.

I'm hoping a reflection masking feature comes in Anim8or soon though! I miss it :D
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ENSONIQ5

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Re: Reflection MASK ?!?
« Reply #9 on: May 04, 2010, 05:00:19 am »

One possible workaround:

I used two concentric spheres, each with a different material, the outer one very slightly larger than the inner.  The inner sphere has a fully reflective surface (ie specular reflection with specular value 1.0), the outer one uses a transparency map.  It may not always be possible or practical to layer your surfaces, but it is perhaps worth considering.
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daniel99

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Re: Reflection MASK ?!?
« Reply #10 on: May 04, 2010, 08:37:39 am »

@ENSONIQ5 - The video is private.

@$imon - Yea, ofcourse I can composite them in post. But it would have been a usefull tool . BTW. I also know that anim8or can not render the Shadow pass :(
But someone know any technique to do it ???
In post-prod, I might want to blur out the shadow pass, without affectins the edges.
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$imon

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Re: Reflection MASK ?!?
« Reply #11 on: May 04, 2010, 08:50:55 am »

BTW. I also know that anim8or can not render the Shadow pass :(
But someone know any technique to do it ???
In post-prod, I might want to blur out the shadow pass, without affectins the edges.

There is no function to just render out shadows in Anim8or, you can do it by giving everything a white material and render like that so you only see the shadows ( I know, a lot of workarounds..)

If you are using Photoshop for post-production, try Smart Blur, it will blur out the smoother parts, but not the edges..
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ENSONIQ5

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Re: Reflection MASK ?!?
« Reply #12 on: May 04, 2010, 08:52:45 am »

Sorry mate, the video should be available now.
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daniel99

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Re: Reflection MASK ?!?
« Reply #13 on: May 04, 2010, 10:52:35 am »

ENSONIQ5 - Very nice example, but when using more complex models, unfortunately this technique is not an option. But when I saw your video I really was impressed.
$IMON - Yea, that was what I was talking about, the shadow problem. when you are bluring the shadow layer, some spaces appears, because is only the shadow we see, but not an shadow pass. Maybe, when it comes to still images that can be fixed, but for animation render is not an solution.
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DragonSlayer

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Re: Reflection MASK ?!?
« Reply #14 on: May 04, 2010, 11:04:30 am »

If you are worried on what is on the floor, perhaps you should make a volumetric shadow yourself. I'm not sure if this would work, and passing by lights would make it terribly hard to animate. But it might work...

What I would do though is make a multilayered reflective surface, each layer has a different specular level. You would then make holes in the upper layers to the lower levels. The lines below represent the layers.
                                                              specular values
___             __________                     ______       1
______        _____________________________       .8
________  _______________________________       .6
________  _______________________________       .4
________  _______________________________       .2
________  _______________________________       .1
________________________________________     (not reflective)

The layers would have to be really close together, and this could help add render time too, so after you get it like you want it, you can delete the excess.

___             __________                     ______       1
     ___                        _____________                 .8
         __  __                                                      .6
                                                                        .4
                                                                        .2
                                                                        .1
            __                                                         (not reflective)



This way you could also collapse the layers. Hope this helps, and sorry it's sorta complicated and not explained the greatest.
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