Shinny objects that reflect their environment

hi,
  I want to render some shinny objects that reflect environment. For
example, if I put a very shinny sphere on a checkerboard floor, in
reality, we sholud be able to see mirror images of the floor on the sphere. However, I
was not be able to render this using plastic material and my current
parameters in Radiance. I can only see the specular highlight but
no image is relfected onto the sphere. Does anyone have any experience
with it that could give me some hints.

Thanks,

Bei

Bei Xiao wrote:

hi,
  I want to render some shinny objects that reflect environment. For
example, if I put a very shinny sphere on a checkerboard floor, in
reality, we sholud be able to see mirror images of the floor on the sphere.
However, I was not be able to render this using plastic material and my
current parameters in Radiance. I can only see the specular highlight but
no image is relfected onto the sphere. Does anyone have any experience
with it that could give me some hints.

You will have to increase the specularity parameter of the
material to a value close to 1 for this to work, and avoid
using roughness.

-schorsch

···

--
Georg Mischler -- simulations developer -- schorsch at schorsch com
+schorsch.com+ -- lighting design tools -- http://www.schorsch.com/

Thank you. But doesn't the roughness parameter control the blurring of the
specular highlight of a surface? Why using it will preventing having any
mirror image?

···

On Wed, 18 Aug 2004, Georg Mischler wrote:

_Bei Xiao wrote:
_
_> hi,
_> I want to render some shinny objects that reflect environment. For
_> example, if I put a very shinny sphere on a checkerboard floor, in
_> reality, we sholud be able to see mirror images of the floor on the sphere.
_> However, I was not be able to render this using plastic material and my
_> current parameters in Radiance. I can only see the specular highlight but
_> no image is relfected onto the sphere. Does anyone have any experience
_> with it that could give me some hints.
_
_You will have to increase the specularity parameter of the
_material to a value close to 1 for this to work, and avoid
_using roughness.
_
_
_-schorsch
_
_

Bei Xiao wrote:

Thank you. But doesn't the roughness parameter control the blurring of the
specular highlight of a surface? Why using it will preventing having any
mirror image?

Specular highlights contribute to the mirror image. Just give it a try, setting roughness to zero. My first experiment with a specular floor material, I mistakenly set roughness to zero, and my floor looked like an ice skating rink. All objects in the room were reflected perfectly in the floor. Not saying it's realistic, just saying it's a quick lesson in roughness' contribution to the mirror image you are seeking.

Here's a good chart showing the effects of varying both specularity & roughness: http://www.artifice.com/radiance/rad_specularity.jpg

···

----

      Rob Guglielmetti

e. [email protected]
w. www.rumblestrip.org