lamer3d Posted August 22, 2018 Share Posted August 22, 2018 (edited) Hi. Is it possible to reflect/refract Extra Image Planes (AOV)? Edited August 22, 2018 by lamer3d Quote Link to comment Share on other sites More sharing options...
davpe Posted August 22, 2018 Share Posted August 22, 2018 as far as i know this is currently not easily possible Quote Link to comment Share on other sites More sharing options...
toadstorm Posted August 22, 2018 Share Posted August 22, 2018 you'd have to edit your material to manually grab the AOV data from the refracted ray using the gather() function, then export that value like you would the AOV from the original material. i'm attaching an example file. check out /mat/sphere_mtl to see the Inline VOP that uses gather() to sample the exported "matte" value. refract_aov.hip Quote Link to comment Share on other sites More sharing options...
lamer3d Posted August 23, 2018 Author Share Posted August 23, 2018 (edited) 14 hours ago, toadstorm said: you'd have to edit your material to manually grab the AOV data from the refracted ray using the gather() function, then export that value like you would the AOV from the original material. i'm attaching an example file. check out /mat/sphere_mtl to see the Inline VOP that uses gather() to sample the exported "matte" value. refract_aov.hip Wow, thanks for the pointer! Curiously, though, I had to edit your inline code, as it had typographic open / closed quotes. I wonder if it is somehow related to OS locale. Other than that, it works excellent and makes me wonder why such functionality is not built in. Edited August 23, 2018 by lamer3d Quote Link to comment Share on other sites More sharing options...
toadstorm Posted August 23, 2018 Share Posted August 23, 2018 Hmm, I'm on Windows, which usually doesn't create typographic quotes. Not sure why they'd appear on your system. Glad it worked, though! Quote Link to comment Share on other sites More sharing options...
lamer3d Posted August 26, 2018 Author Share Posted August 26, 2018 (edited) And how would you approach rough reflections / refractions? Edit: I kinda figured out, you can use angle argument to somewhat fake it. But it appears there is no way to match reflectivity / roughness of the surface shader? Edited August 26, 2018 by lamer3d Quote Link to comment Share on other sites More sharing options...
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