Krakatoa reflection?

Hi Bobo, Conrad and others

i have a question about reflection, i was watching the other day a video where u Bobo r talking about env reflection, so question will be how/when will that option be able in maya?

cheers

Unfortunately, since Krakatoa SR is a standalone renderer, we don’t have access to Maya’s materials.

However, it would be possible (and probably likely) that we will add a feature allowing the user to provide a bitmap image representing a spherical environment. Would that workflow work for you?

Hi Conrad, thx for reply

well yeah that will do the trick (i think :slight_smile: ),

here is an idea for that, maybe we could create sphere and attach the env map to the sphere (so you can read/transfer the map rotation to krakatoa) and location for the env image also?

cheers

Yes, that’s a good idea. I could take the transformation from a sphere in Maya and save it to the Krakatoa SR scene description for the environment map.

Thx Conrad for understanding :slight_smile:

waiting for an update for testing…

cheers

Currently we are working to get things ready for our first official release. My plan is to include this environment feature after the release.

Great Conor, thx for info

best regards

p.s.

can u tell me about the Frost, when will we see it?

Hi Conrad,

just want to check about feature implementation?

cheers

Reflection would be a nice feature.
But this conversation brings me to an other point. It would be nice to get fast indirect illumination via spherical harmonics. You could read the environment map, calculate the spherical harmonic coefficients and use these for a indirect lighting pass (beside the direct lighting pass inside the EXRs). There are some interesting papers form Ravi Ramamoorthi http://www.cs.berkeley.edu/~ravir/.

What would SH get you? Unless you were expecting to set SH per particle to approximate the shading effects when Krakatoa was returning a .PRT, not an image. Or would you be supplying the per-particle SH to Krakatoa as a channel? But even then, the shading is done at a point, so encoding the exact shaded color per pixel would still be more efficient that the SH coefficients.