Hide reflections from specific objects?!
Hello, I have a bottle standing on a reflective plane. I have several objects only visible in reflections that I want to be visible in the bottles reflections but not in the reflective plane. At the same time I want the bottle to visible in the same reflective plane, How do I render this with raytracing? :confused: :banghead:
Is there no technique for blocking specific reflections? It should not be that different from blocking a light source on a specific object, right? :confused: |
Sounds like something you'd have to do in scripting... not sure, really. Any Mel people in da house? :P
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There is a place to set which objects will be reflected in a scene when raytracing, but it's based on the entire scene, not the object, but......you can always cheat ;)
Render the scene as is with just the bottle and the reflective plane visible. Next bring the other objects in and render that with a non-reflective plane. Now go to Photoshop and composite the two by removing the plane in the second image and blend the two bottles :) Darkon |
Now we see first hand why Darkon was MOTM and why Blondie is always wanting to kiss him:beer:
good job bud:) 3DNut |
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Thanks 3DNut, I just like "thinking out of the box" so to speak ;)
And Blondie, :love: you ;) |
heh, I knew you could do it that way, but I was trying to think of a way to do it in Maya. Sorry. :)
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Alright, so I wimped out ;)
It had me scratching my head for a while! The only other way would be with reflection mapping....nah...we cheat ;) Darkon |
maybe you can select reflective plane, ctrl +a see the Render Stats turn off Primary Visibility i hope that is good for you |
But wouldn't he lose the bottles reflection? Now you got me thinking again-doh ;)
Oh, and welcome to the board nnice_h :) Darkon |
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if i hadn't got the wrong meaning....see picture
my english is so poor... so if i wrong, sorry.... |
yeah, but he's got two objects... one to be reflected on the other object, but NOT the floor... quite an interesting predicament.
Why do you need that kind of situation, Marw? Just curious. |
we need it because we're used to it
hi dudes,
this is a common feature in 3d max so i guess we'd expect the same in maya...any way so this just has to be done in post by rendering in seperate passes :(. there are many small things in max which i took for granted and wham !!! no cigar in maya. i guess high end just means being able to script/program the software in and out. so has any body asked if they can rotate the scale pivot yett ;) b |
Actually if Maya were the same as Max we'd all be in XSI ;)
Darkon |
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