AWS Thinkbox Discussion Forums

No Env Reflections in Voxel

1.4.1.34371
The environment reflections only seem to work with point rendering. With voxel, it doesn’t affect the render.

  • Chad

Also, lighting is required to render. Which I sort of understand, since normals are only evaluated with lighting, but it’s a pain to have to turn OFF all the lights, then turn ON lighting to get the reflection pass.

  • Chad

Yes, Voxels do not support Env. Reflections yet (no idea if they will, this is a question for Darcy).
We will discuss what to do about the Lighting.

Talked to Darcy, Env. Reflections will be added to Voxels, it is on the ToDo list.

For the lighting, we have plans to change/remove the Use Lighting button as we are adding self-illumination support to particles.
This means that in the future, a button might exist that simply tells Krakatoa to ignore scene lights, but does not affect internal stuff like whether Normals Channel is required or not - if you switch to Phong or Ward, it SHOULD be acquired no matter what.

Not a bug, but by using a gradient (or falloff map) in the env map you can get perpendicular/parallel mapping on the pointsets. Pretty cool.

  • Chad

We also added support for some modes of the Falloff map when assigned to particles’ material. Pretty sure I forgot to mention it in the docs.
Have to ask around to see what the details and limitations are.

Ok, so how about we add this to the wishlist… Can you evaluate the normal based on the assigned materials “Bump” map? Same as you do with color or opacity, and soon to do with self-illumination, but just perturb or set normal based on the bump map? Gnormal/Normal Bump lets you choose the method you want to use, so that might be a good method to try.

  • Chad

It IS already on the wishlist. We have been looking into it since around 1.0 days when we added normals support.
It was pushed back due to some issues, but we will revisit it sooner or later.

Oooo…Sweet… Applied an InfoTexture in the color channel, now I can see the normals (object and world) as RGB. Works in the viewport too. Camera space normals don’t work, likewise reflect vector, etc.

  • Chad

Here’s a little test showing the normals as color, for the slightly curious. Render times are horrible on this one… a bit over 1.25 hours for each, but oh well…

Interesting… Towards/Away works, too. I was able to render the front “faces” of an object removed.

Just a note that Env. Reflections are now supported in Voxel mode.
Coming to you in Beta 2.

mmmnnn tasty :slight_smile:

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