I have a scene of a bathroom. One large wall mirror above a vanity cab/counter shows/reflects an identical vanity cab/counter and mirror that is across the room and out of view of the camera.
The problem is that other mirror that is across the room is rendering/appears in the reflection as solid black.
I figured out the problem.
First I unchecked Fresnel reflection in the mirror material and everything starred working correctly.
Then I thought to try a mirror material from the cosmos browser. Cosmos mirror material uses roughness vs my mat used glossiness. Cosmos has fresnel IOR 50 I had to use no fresnel.
Both my material and cosmos mirror material appear to render the same.
Problem solved regardless.
Fresnel 50 and no fresnel should be pretty close with the goal being basically full reflection at any angle. I suppose if you are perfectly flat to it with a long lens…
I wonder if disabling fresnel is somehow affecting the max ray depth, which would have been my guess.
Are the mirror models setup like real mirrors with the reflective coating on the back of a sheet of glass? Then they require refraction depth as well.
Anyway, glad you got it working to your liking.
Thanks for your explanation!
The mirrors geometry are just a 1/4" editable poly. No reflective coating behind sheet of glass.