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Shader-based environment reflection map

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  • Shader-based environment reflection map

    Normally I would use the Environment Reflection Override. Just plug my spherical texture file in there and it's visible in reflections. But in this case, I only want it to be visible in one shader and no others.

    I break the connection to the Environment override, and connect the file node to my shader's reflection color. (Ideally, I'll plug it straight into Diffuse color since it will be a completely faked reflection.) The "VRayPlaceEnvTex1" placement node is still connected and set to Spherical. When I translate the camera, the reflection shifts like I would expect it to, depending on the angle of the faces to the camera. But when I rotate the object itself, the 'reflection' is completely static as if it were camera mapped, regardless of the angle to the camera.

    So how can I use a spherical texture map to completely fake a reflection reliably? I tried using Maya's Env Sphere node, as well as Env Ball, but neither are supported by V-Ray apparently. When I use these same nodes with Maya Software or Mental Ray, it works as I would expect. I thought about using a textured Dome Light that's linked only to my geometry in question, but haven't had a chance yet and figured there must be a better way.

  • #2
    In the shading group there is additional vray attribute you can add which will allow you to plug your environment map there for that specific shader. You cannot plug in the map directly to the reflection thats why you need this custom environment slot. There is also env reflection priority if Im not mistaken it has to be set to 100, to see the custom reflection. I can post a scene for you if you have trouble getting it to work.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      Sweet, thank you very much. That's exactly what I was after!

      It appears you can assign those material overrides to the shader itself, not just the shader group. I'm assuming it works the same but haven't tested it out.

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      • #4
        Originally posted by everythinghasfresnel View Post
        Sweet, thank you very much. That's exactly what I was after!

        It appears you can assign those material overrides to the shader itself, not just the shader group. I'm assuming it works the same but haven't tested it out.
        Yeah some times you want it on the shader. But before only shading group had it.
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

        Comment

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