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scott escreveu:
>> OK I fixed it. The dark areas in the reflection are actually the sky,
>> not the floor! So I put a white sky in there (instead of black) and
>> it looks exactly right now. (the dark area in the reflection *is* the
>> floor in the distance)
>
> OK maybe not totally fixed. I got the lighter reflection bit ok, but
> now the dark areas around the caustics inside the rings are not as black
> as the original. I give up!
LOL
good enough to me and I wonder about render time.
Yes, either it's too dark or too bright when playing with it. I also
tried lots of postprocessing options, to no good. Mentalray's
dielectric shader definetely has an edge here, though I wonder about its
physical plausibility since 2 physical-based renderers were put to try
to mimic it and could not. Still, real or not, it looks damn good... :)
--
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