[Sidefx-houdini-list] reflective displacement
larry at gcreativestudios.com
Tue Dec 15 16:30:53 EST 2009
thanks Szymon and Francois,
You guys are right on. If I open a clean new hip ( which I should
have done before ) then it works as expected.
So somewhere along the way something went off track with the scene I
was working on.
Time to back track a bit and see what happened.
Thanks for the confirmation, though. Very helpful.
On Dec 15, 2009, at 3:42 PM, Szymon Kapeniak wrote:
> Reflective Displacement material from a Gallery?It should behave as
> you expect (reflections should be distorted). What build are you
> using? I've just checked in 10.0.430 and it works fine. Displacement
> computes new normals, which effectively modify reflection vectors,
> thus produces distorted reflections (both in true displacement and
> bump mode). I suspect there is something wrong with your
> (There are possible some shader's optimisations like the one that
> disables displacement for secondary rays for example, so the grid from
> your example would appear in reflection as bumped, but that's not a
> case here, is it?)
> 2009/12/15 Larry Giunta <larry at gcreativestudios.com>:
>> This may be a complicated question for someone who does not have a
>> lot of experience creating shaders .... but here goes.
>> When using the reflective displacement shader the displacement does
>> not seem to affect the look of what is reflected in the surface.
>> Example- If you drop down a grid and assign a reflective
>> displacement material ( to make it look watery or whatever), the
>> specular highlights react to the displacement as expected.
>> But if you place some objects above the grid they will reflect
>> straight as if the grid were a flat mirror or piece of glass.
>> Is there a straight forward way to tie these two together?? So the
>> reflection also looks distorted.
>> Maybe there is already a shader that does this and I'm just
>> missing it??
>> Thanks for any advice.
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