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  • Reflection problems.

    Hi, I’m hoping someone can help me with this, and that I’ve explained the problem clearly enough.

    I’m trying to find a way to get a bitmap image to reflect in glass (without floating a ‘billboard’ behind the camera). I’m getting relatively familiar with the reflection layer parameters, and can successfully get a material to reflect all the geometry with in the scene. However, what I really need is to get a material to reflect both the geometry of the scene, and an environment background? I’ve been experimenting with HDRI, but its all going a bit strange. Ideally I would maintain the default sun settings (of the TexSky, sunlight procedure), i.e not using HDRI, but still the background is reflected. I think this is possible because I’ve seen it on a reflection tutorial?

    See http://www.youtube.com/watch?v=VlgAsRwBdZ4

    Go to 7:44, there’s a render with no background image appearing in the render, but still reflecting in the object. How is this set up?

    Thanks

  • #2
    Re: Reflection problems.

    I think I may have found a way to get this working, not sure if it’s an efficient way, but it worked for me.

    First, ensure the tick box ‘default lights’ is selected in the first global switches rollout.
    I then used a blend procedure for the GI colour, with a .75 blend between a texbitmap procedure (with a hdri image and UVW environment mapping on spherical) and the other a texsky with sunlight
    I kept the GB colour as the default texsky/sunlight procedure
    Tick the reflection box (within settings options/environment, and use a texbitmap procedure with the same hdri image (again using UVW environment mapping on spherical). I had to move the multiplier up to 60 to see the image in the glass.
    I kept the camera exposure box ticked, and went into the texsky/sunlight settings (through either GI or background) and put the intensity down to .75

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