making reflections in poser (part 3)

«  1  2  3

section 5: the Reflection_Lite_Mult and Reflection_Kd_Mult switches

These are two on/off switches located near the bottom of the material surface channels. By default, Reflection_Lite_Mult is on and Reflection_Kd_Mult is off.

If you turn Reflection_Lite_Mult off, the reflection becomes much brighter – in this case, so bright it’s almost blown out (Figure 11).

Figure 11
Figure 11.

Most of the time you will probably want to leave this on, but there is one time when you may want to switch it off. Try setting the floor surface colour to black (remember, this is what you should do if you want to make a perfect mirror). When you render, you may have noticed that the reflection colour is a little ‘muddy’ – it isn’t the pure yellow you might want. But turning off Reflection_Lite_Mult may fix this and give you a better reflection (Figure 12).

Figure 12
Figure 12.

Hence Rule 9:

Rule 9. Leave Reflection_Lite_Mult turned on unless you want to brighten your reflection, for example, on a black reflecting surface. (But see below for the use of Reflection_Value, which is a more controllable effect.)

Reflection_Kd_Mult causes the Diffuse_Color of the reflector to be multiplied with the Reflection_Color to give the final result. To try this out, set the floor colour to pure blue and render with Reflection_Kd_Mult switched off (Figure 13) and on (Figure 14).

Figure 13
Figure 13.

Figure 14
Figure 14.

You can see that with it on, the reflection is both less bright and is tinted with the colour of the floor surface. Also, if you set the floor surface to black, turning Reflection_Kd_Mult on will abolish reflections completely. So Rule 10:

Rule 10. Leave Reflection_Kd_Mult off unless you want to tint and darken your reflection.

There is one final parameter I haven’t covered, and it’s the simplest of all. This is the Reflection_Value parameter. This is easy: set it to 0 for no reflections at all, and increase the value to turn up the reflectivity. The usefulness of this parameter is twofold: you can turn the value up past 1 to brighten the reflection, which gives a better result than turning off Reflection_Lite_Mult, and secondly that you can plug other nodes into it. Try plugging in a Granite node and see the result (Figure 15).

Figure 15
Figure 15.

There is one more thing to mention with reflections. If the reflector has a bump or displacement map applied, this will alter the appearance of the reflection (at least, in Poser 6 SR2 it does). For example, Figure 16 shows the result of plugging an fBm node into the Bump channel and Figure 17 the same fBm into the Displacement channel.

Figure 16
Figure 16.

Figure 17
Figure 17.

Well, that’s it. I hope this has been of some use to those of you investigating reflection in Poser. If you have any queries, or especially if you spot any errors, send me an IM at Renderosity (username: spedler) or by email (see the contact page for details).

 

«  1  2  3