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.
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.
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