AoA_SubSurface Reflections Not Showing Up?

Viper016Viper016 Posts: 158
edited December 1969 in The Commons

Why can't I get reflections to show up on any of my models/figures?
am I missing a update or something???

Comments

  • SimonJMSimonJM Posts: 5,980
    edited December 1969

    This would be down to the combination of lighting, surfaces and render settings you are using. Can you provide details?

  • Viper016Viper016 Posts: 158
    edited December 1969

    SimonJM said:
    This would be down to the combination of lighting, surfaces and render settings you are using. Can you provide details?

    Using Michael 4 and I use all the settings except the render hungry SSS settings for AoA_SS
    I use from memory lol
    Bump on
    Disp on
    Spec 1 on
    Spec 2 on
    Diffuse (100%)
    Ambient 30-50% with low color diffuse for fake SSS effects
    Velvet 20-30% strength 20% falloff and etc
    Reflection tested with 10 to 100% strength with NO reflections???
    messed with refraction and etc from default and nothing worked!!

    Opacity 100%

  • KhoryKhory Posts: 3,854
    edited December 1969

    I don't use the AoA for reflections myself because they never seem to show up properly.

  • SimonJMSimonJM Posts: 5,980
    edited December 1969

    So, your M4 is not being seen in a mirror or other reflective surface?

  • MistaraMistara Posts: 38,675
    edited December 1969

    you need a few raytrace bounces for reflections.

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    Reflections are influenced heavily by IOR (index of refraction) there is one for the Specular and one for the reflections and one for the subsurface in the 'subsurface base shader', Ive had trouble with it too in the past as Human skin is roughly 1.4 IOR (I do use that value for specular) but for skin where its reflection based (rather than relying on specular) Ive had to go 2.5+, and if its reflection off wet skin such as in the rain, Ive had to go much higher again and its confusing to me because the IOR of water is lower than skin (1.33) In the back of my mind Ive wondered why the values are so drastically different between Specular and Reflection IOR for similar strengths/appearance.

    Id say if its reflection on skin raise the Reflection Index of Refraction, try maybe 2.8 and adjust from there (Make sure the characters in a suitable environment so there is things to reflect, environment maps in reflection are really no good, its raytraced reflection and needs a physical environment)

    If your trying to reflect the Subsurface or reflections on the character in a mirror prop, you need to set the Raytrace depth to 2.0 (Which is what I think Misty is suggesting)

  • KhoryKhory Posts: 3,854
    edited December 1969

    If your trying to reflect the Subsurface or reflections on the character in a mirror prop, you need to set the Raytrace depth to 2.0 (Which is what I think Misty is suggesting)

    Has to be more than that to turn it into a mirrored surface. I've had depth as high as 4 and it still only gives a reflection along the edges. In a way it is similar to how Fresnel works but much stronger vs regular raytraced reflections where you get a reflection across the whole surface. For human skin that is logical but if for some reason your using AoA on something else that you want a reflection across the whole surface then you don't get the anticipated reflections you would with other shaders.

    Attached image is Aoa with reflection set at 200%

    DZ_aoa_200.png
    400 x 400 - 37K
  • SpyroRueSpyroRue Posts: 5,020
    edited October 2014

    No the Ray trace depth allows Subsurface effects and reflections to appear on the surface as a reflection (Picture: A michael 6 with subsurface skin holding a chrome ball, the mirror with ray depth of 2 will reflect Michaels SS and the reflection on the chrome ball). A Ray trace depth of 1.0 will not reflect the subsurface effects or reflection. (At least thats how I recall it)

    Ray Trace depth would improve the reflections as it will reflect reflections and SS effects but it certainly doesn't make a mirror material alone. I am saying Ray Trace Depth 2 should be used if the OP is intending to see the SS in the reflection on a mirror prop. I am not entirely clear what the OP is trying to achieve

    Post edited by SpyroRue on
  • KhoryKhory Posts: 3,854
    edited December 1969

    The render I posted has a raytrace depth of 4 in the render settings and a depth of 4 in the surface settings. I figured I would give it a try since I am not sure what depth in surfaces does differently than the render setting. As I understand it the depth in render settings controls how many times the reflection will bounce off of another raytrace source. So a man in a mirror would need 2, a man in a mirror with reflective skin would be 3, a man in a mirror reflected in a mirror with a reflective surface on his skin would need 4. I'm not really sure how the surface raytrace depth plays into that but it didn't give me a true reflection on a single reflection surface at a higher setting. I even tried 16 just to see and there was no change in the render at all.

  • SzarkSzark Posts: 10,634
    edited December 1969

    Khory said:
    If your trying to reflect the Subsurface or reflections on the character in a mirror prop, you need to set the Raytrace depth to 2.0 (Which is what I think Misty is suggesting)

    Has to be more than that to turn it into a mirrored surface. I've had depth as high as 4 and it still only gives a reflection along the edges. In a way it is similar to how Fresnel works but much stronger vs regular raytraced reflections where you get a reflection across the whole surface. For human skin that is logical but if for some reason your using AoA on something else that you want a reflection across the whole surface then you don't get the anticipated reflections you would with other shaders.

    Attached image is Aoa with reflection set at 200%yes by the looks it seems to be a Fresnel reflection only. I haven't played much with this shader yet so this is excellent info thanks.

  • SpyroRueSpyroRue Posts: 5,020
    edited October 2014

    Ran a quick test on IOR. I was wrong about Ray Depth 1.0 not reflecting reflections it does at least once at default 1.0 value, I really should have looked at the PDF I was thinking of GI Max Ray Depth :lol: It controls Subsurface appearing in reflections independently it seems, and needs only value of one, See I should never jump in these convos *face palms*

    This test was the reflection IOR. they have neutral grey diffuse, no specular, reflection strength 200, the left is reflection index of refraction of 1.30, Middle 2.8, Right 10.0.

    If I intended a mirror material Id have the diffuse black and reflection IOR of 10.0 or there abouts possibly more if I limit the reflection strength to 100%. More mirror like as seen in 2nd image, Im sure it could be improved somewhat depending on environment

    IOR_1-3_IOR_2-8_IOR_10-0_BLACK.png
    1000 x 625 - 596K
    IOR_1-3_IOR_2-8_IOR_10-0_RDepth2.png
    1000 x 625 - 607K
    Post edited by SpyroRue on
  • KhoryKhory Posts: 3,854
    edited December 1969

    SpyroRue, your right. It looks like the reflection is linked to the index of refraction but that you need to set the refraction index much higher than most natural substances index setting normally would be. So setting up a mirror like reflection only takes increasing the iof to a rather higher than expected number. But, that also means that setting up glass or gemstones would be super tricky because even diamonds only have an index of 2.417 but getting reflections on the full surface would take a much higher setting.

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    Agreed yeah, all reflective surfaces really, I keep attempting metals but the IOR always has me mystified for reflection , it all seems strange too me. Hopefully AoA might see the thread and splurge some insider info haha

  • Viper016Viper016 Posts: 158
    edited October 2014

    Thanks everybody for replying and helping me out!
    Now if I want M4/V4/Genesis/Etc to look wet when getting out of a pool/tub now there can a be a slight reflection!

    Might go back to om_HumanSurface tho to use a Reflection Map tho... AoA_SS takes longer to render even with SSS off...

    Thanks again!!

    ~Viper

    Post edited by Viper016 on
  • MistaraMistara Posts: 38,675
    edited December 1969

    i need to set up a dagger blade to reflect gianni's face. but still look like a metal blade.

  • KhoryKhory Posts: 3,854
    edited December 1969

    Did you increase the index of refraction to about 10?

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