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flukve
Post  Post subject: Anisotropic reflection  |  Posted: Tue Apr 19, 2016 8:20 pm

Joined: Fri May 15, 2015 11:35 am
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Hi!

Do you have any plans to add anisotropic reflections to the furryball material?

I can currently find anisotropic highlights only in the specular settings.


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Jan_Tomanek
Post  Post subject: Re: Anisotropic reflection  |  Posted: Tue Apr 19, 2016 9:55 pm
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Location: Prague - Czech republic

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We didn't have it in our plan.
Why do you need use reflection instead specular?

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Jan_Smejkal
Post  Post subject: Re: Anisotropic reflection  |  Posted: Wed Apr 20, 2016 8:23 am
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You can use specular with anisotropy and you can enable indirect specular in render settings node to enable "reflection" of scene.


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flukve
Post  Post subject: Re: Anisotropic reflection  |  Posted: Thu May 19, 2016 9:22 am

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Indirect specular solved it many thanks!

Because of this i am now wondering how to actually use
material reflection vs indirect specular

Example: If i have no material reflection, and instead have
full specular reflection, with indirect specular feature turned
on, this gives me the similar (or exact?) result as having no
specular on the material but instead full material reflection
with reflections checked on? The exception being that light
sources are not reflected of course.

Do you understand what i mean? My initial thought was that
indirect specular was equivalent to mental ray caustics.


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Jan_Tomanek
Post  Post subject: Re: Anisotropic reflection  |  Posted: Thu May 19, 2016 11:21 am
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Read more here - all is here described

http://aaa-studio.cz/furryballRThelp/ma ... ality.html

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ymangolds
Post  Post subject: Re: Anisotropic reflection  |  Posted: Sat May 21, 2016 10:24 pm
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We've found that it is usually easiest to only use indirrect specular for all general purpose highlights/reflections, and only use FB reflection properties in specific cases when 'serious' reflections are needed. For example, if a scene takes place in the cab of a truck, the mirrors (and only the mirrors) of the truck have a material that has reflection enabled. That way we get a 'reflection pass' for compositing that contains only crisp reflection data on the mirrors.

flukve wrote:
My initial thought was that
indirect specular was equivalent to mental ray caustics.

I don't think FB is capable of 'caustics' (though I could be wrong since I've never had the need for caustics so haven't tried to create the effect)


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Jan_Tomanek
Post  Post subject: Re: Anisotropic reflection  |  Posted: Sun May 22, 2016 7:19 am
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When you have turned on Indirect lighting, you will have caustic, but VERY noisy. It's very expensive effect now - there is not any optimisation for it.

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flukve
Post  Post subject: Re: Anisotropic reflection  |  Posted: Sat May 28, 2016 11:48 am

Joined: Fri May 15, 2015 11:35 am
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Many thanks to both of your replies. Like you say i too now
only use indirect specular instead of reflections

This is because i often have anisotropic reflections in my renderings.
Thanks again for the tip on when to use reflections.

Yes i have noticed when rendering with a very high ray count,
there can still be spots from very bright materials, i guess then
that these are the caustics. I will do further testing.

Another question:

Is it possible to increase rays on a specific object or material?


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Jan_Smejkal
Post  Post subject: Re: Anisotropic reflection  |  Posted: Mon May 30, 2016 8:21 am
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flukve wrote:
Is it possible to increase rays on a specific object or material?
No, it isn't.


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