normals or smoothing problem ?
I recalcutated the normals outside(ctrl-N in blender), and checked the normals by displaying them.
I also applied another subsurf modifier with no creasing to smooth the mesh well, even if is heavy, to avoid smoothing pb, but didn't check if they are les or more than 30deg ...
I will try to remodel the lavabo without creasing, to see if it comes from that.
What I dont understand is that the problem remains when the modifiers are applied !
But I like creased models because they offently are better for homogen displacing than classical boxmodelled subsurf with edge loops.
I also applied another subsurf modifier with no creasing to smooth the mesh well, even if is heavy, to avoid smoothing pb, but didn't check if they are les or more than 30deg ...
I will try to remodel the lavabo without creasing, to see if it comes from that.
What I dont understand is that the problem remains when the modifiers are applied !
But I like creased models because they offently are better for homogen displacing than classical boxmodelled subsurf with edge loops.
I also wondered how to get a pefect mirror reflection the the mirror.
In the image on the first post a Cr.nk material is used, and the reflection is blurry, even when more converged.
I also tried with a 1000000 exponent phong white material, but it gets white, not reflective !!!
What is the best setting for pure mirror reflect ?
In the image on the first post a Cr.nk material is used, and the reflection is blurry, even when more converged.
I also tried with a 1000000 exponent phong white material, but it gets white, not reflective !!!
What is the best setting for pure mirror reflect ?
try raising the exponent of your cr.nk material (~10000000 just to make sure )
or use this instead:
or
or use this instead:
Code: Select all
<material>
<name>mirror</name>
<phong>
<diffuse>1 1 1</diffuse>
<exponent>100000000</exponent>
<ior>1000</ior>
</phong>
</material>
Code: Select all
<medium>
<name>highior</name>
<precedence>10</precedence>
<basic>
<ior>1000</ior>
<cauchy_b_coeff>0.0</cauchy_b_coeff>
<absorption_coefficient_spectrum>
<uniform>
<value>0</value>
</uniform>
</absorption_coefficient_spectrum>
</basic>
</medium>
<material>
<name>mirror</name>
<specular>
<transparent>false</transparent>
<internal_medium_name>highior</internal_medium_name>
</specular>
</material>
as you mean a perfectly sharp mirror, you should use specular
phong means blurry reflections, where as specular ignores that possibility.
To get a perfect mirror in terms of reflecting all the light, you need an infinite IoR, but 1000 - 100000 shouldn't give any difference, any more. 100 is VERY hard to notice, but there already is slight darkening. (I tested that, once)
phong means blurry reflections, where as specular ignores that possibility.
To get a perfect mirror in terms of reflecting all the light, you need an infinite IoR, but 1000 - 100000 shouldn't give any difference, any more. 100 is VERY hard to notice, but there already is slight darkening. (I tested that, once)
Hi manitwo !manitwo wrote:try raising the exponent of your cr.nk material (~10000000 just to make sure )
or use this instead:
Code: Select all
<material> <name>mirror</name> <phong> <diffuse>1 1 1</diffuse> <exponent>100000000</exponent> <ior>1000</ior> </phong> </material>
I think you'd better use 0 0 0 for the diffuse, real Cr has a diffuse comp near 0. Think about it: ther is a law called approx. "conservation law of energy" wich states that if a material is 98% reflective then it can't be more than 2% diffuse. Breaking that law just creates physically incorrect shaders.
I hope what I'm saying is correct Indigo wise, ppl please bevel your edges then correct me if I'm wrong
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