.......... / shader / multichannel tutorial / STEP 4

Small multichannel rendering tutorial | Realsoft 3D 4.5

INTRO
STEP 1 [setup the channels]
STEP 2 [the fun of masks]
STEP 3 [specularity]
STEP 4 [the reflection]
STEP 5 [the depth]
STEP 6 [lets render]
STEP 7 [post editing]

STEP 4 [the reflection]
reflection pass

Reflection

To export the reflection [fig 09]:
  • select the ground material and open the properties window
  • go to the secondary ray shader, here you will find the definition to fade the reflection with distance
  • Now add a new 'operation' type='multiply' and use the following in- and output channels:
    input0 = surface: Color
    input1 = traced ray: Illumination
    output = Surface: Xport_reflection
  • To remove the reflection from the raytraced image use a 'constant' with value = 0 and output = 'Traced ray: Illumination'
Do these steps with all materials containing reflection information (in this scene 'ground', 'metallic02' and 'finished_wood02')

What happens here?
We use the secondary ray shader to access the traced ray illumination which is the information we see as reflection(Illumination) in the traced image. We multipy this information with the surface color to get a 'tinted' reflection color as it can be seen in the raytraced image and store this data in our channel. After that we have to disable the reflection in the raytraced image because we want to replace the reflection information later in post editing, so we can use a constant value = 0 to define the illumination of traced reflection = 0, which means it does not appear in the finished image.

Continue to STEP 5 ...


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