I was doing the vex lava tutorial and I could not get the reflective vop to give me what they showed.
No matter what I always got a black surface. :?:
Reflective vop giving black....
5080 5 1- Wren
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- Mario Marengo
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Wren
I was doing the vex lava tutorial and I could not get the reflective vop to give me what they showed.
No matter what I always got a black surface. :?:
Hi Warren,
I don't know the lava tutorial, but AFAIK the reflective vop works as advertised, so… are you giving it anything to reflect? – i.e: are there any other objects in the scene that are *not* purely reflective but, say, “plastic”? is there any light hitting those other non-reflective objects? (light hitting purely reflective objects doesn't count).
I know it's an obvious question, but it's those little things that get me all the time
- Wren
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Those questions were floating in my head. :wink:
I dont know what to say.
other then
In part 2 of the vex lava video tutorial for 5.5 when the reflective vop was applied it made the surface all white.
http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/rendering/index.html [vislab.usyd.edu.au]
(near the bottom of the page)
I dont know what to say.
other then
In part 2 of the vex lava video tutorial for 5.5 when the reflective vop was applied it made the surface all white.
http://www.vislab.usyd.edu.au/sidefx/houdini_video/by_topic/rendering/index.html [vislab.usyd.edu.au]
(near the bottom of the page)
soho vfx
- JColdrick
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Being like Mario and avoiding having to dig thru an entire tutorial , is it possible that the default shaderball behaviour of Reflect in VOPs has changed from white to black? I could see how the former might have been a default but they changed it.
More importantly - is it just the shaderball that's having the problem, or is the final result busted too? The point is, in 6.1 when you connect a Reflective VOP to an output - the shaderball *should* be black unless you've specified an env map. The shaderball exists in a unique space and other reflect-able objects don't exist there - nor will it self-reflect there.
Cheers,
J.C.
More importantly - is it just the shaderball that's having the problem, or is the final result busted too? The point is, in 6.1 when you connect a Reflective VOP to an output - the shaderball *should* be black unless you've specified an env map. The shaderball exists in a unique space and other reflect-able objects don't exist there - nor will it self-reflect there.
Cheers,
J.C.
John Coldrick
- jason_iversen
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The SHOPs viewer can put up virtual walls around your shaderball, giving the raytracing in the Reflective VOP something to strike instead of shooting out into infinity. At the bottom on the shaderball there is a pulldown menu (it may be stowed) and select one of the preset patterned walls.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
also, http://www.odforce.net [www.odforce.net]
- Wren
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