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material with different reflection directions

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  • material with different reflection directions

    hi,

    i want to add a material to a planar surface so that it reflects in different directions. For example: a window being reflected on a plate where the mirror-image appears slightly wobbely. Is somethig similar possible without having to make use of a bump-map? Cheers for your advice...,dominic

  • #2
    Re: material with different reflection directions

    You can always model it, and if you want distinct control of what you're reflecting thats probably you're best bet
    Damien Alomar<br />Generally Cool Dude

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    • #3
      Re: material with different reflection directions

      hmmm....that is not the answer that i expect
      any other proposals? because i cant destroy all my surfaces.

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      • #4
        Re: material with different reflection directions

        Then the solution would be to use bump mapping. You said in your first post that didn't want to use bump mapping, and those are pretty much your two choices model it or use a bump. The bump map itself shouldn't be that hard, just a simple noise procedural that is larger in scale.
        Damien Alomar<br />Generally Cool Dude

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        • #5
          Re: material with different reflection directions

          hmmm....ok

          the problem is:
          when i use a bump map for all my surfaces, the rendertime.... :
          I thought you have better and faster way to do some wobbely reflections.

          thx for all posts dalomar,
          and now i will go back to my "super fast" bump-map! :'(

          thread closed

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          • #6
            Re: material with different reflection directions

            The other option (which is a bit extreme, but may be worth a shot) is to use displacement maps, which probably wouldn't require too much of a change in workflow. The only thing is that I'm not sure how it would compare render time wise. Do a quick test and see...maybe it will work better. Find what works the best...you might try seeing how quickly you could model the wavy glass (heightenfield may be a good star) and only use that for rendering (ie hide it when you're doing regular model stuff).
            Damien Alomar<br />Generally Cool Dude

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