Revit mirrors not reflecting in Enscape

I don’t seem to be mastering the art of “mirrors” from revit into Enscape. My standard mirrors render locally in Revit, or with Revit cloud based rendering. But, they don’t behave like mirrors in Revit. I’m a real narcissist :slight_smile: so mirrors are important to me. Any thoughts out there?

Have you checked out the Enscape downloadable Material file for Revit? There’s a Mirror material in there that works really well!

https://enscape3d.com/free-sample-revit-projects/

I was completely unaware of that option, so I will check it out immediately. Thanks for the quick answer. I will let you know how it goes.

The first effort was marginal, but I will keep playing around with it and see if I can master this technique. Now I understand why others have commented about the exterior elements showing up on interior reflected surfaces. That seems to be another related issue. Thanks… I will keep experimenting.

Not sure if it’s similar to what you’re getting but there does seem to be something strange happening with the reflections on flat surfaces.

This is what I get with the Sketchup version, yours is way better :stuck_out_tongue:

The reflections are approximated to make them faster. In the latest Enscape for Revit preview version, the reflections are improved by a lot. But it’s generally a trade off to make them draw fast and also look plausible in most of the architectural scenarios.

There are only certain situations that the reflections need to be accurate. I personally vote for speed, thats why we are all using enscape.

How about a compromise, having an option to get accurate reflections even at the cost of speed, I see enscape one day supporting multiple GPU’s and this will be a factor for having more accurate reflections. Right now I certainly would like better reflections.

Perhaps there could be the option to specify a specific reflection plan that will give accurate reflections? (like Lumion) It starts to complicate the settings though, and in general, I believe this would double the rendering requirements, unless you only do screen-space reflections, which means nothing behind you will be visible (pretty sure it’s some version of this that’s used now). I agree with Scott though that performance should take precedence, to the degree that the best graphics cards can handle it (not catering to the lowest common denominator, except on lower settings).