Why oh why does this happen? The floor isn't reflecting the max environment, it's just erasing the model. I want to have regular reflections (like the chairs) that I can soften or sharpen.
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I turned the GI environment to black, but it only made it crisper/darker. I tried just a vraysky in the GI environment, but that just gets rid of the potential background picture. I'd like to include the environment in the reflections so they work like objects. Why is the reflection showing through the model rather than bouncing it, and why is there a disconnect with the reflective glossiness?Last edited by vandy; 25-04-2017, 11:47 AM.
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Is your background texture set to "environment screen" mapping? That doesn't work in reflections.
I would model planes behind the window and camera map the bg texture. That way you can have the amount of distance to bg you want and glossy reflections, dof etc. will work right.Lasse Kilpia
VFX Artist
Post Control Helsinki
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Originally posted by vandy View PostWhy is the reflection showing through the model rather than bouncing it, and why is there a disconnect with the reflective glossiness?
In order to get correct reflections, do what Lasse suggested. Camera map with background should work fine in this case.
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