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Getting post_filter_reflection to work


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  • 2 weeks later...

post_filter_reflection is not the same as a fair reflective material on the floor. Basically, it is just cheating (reflection is calculated in steps), but it has two indisputable advantages:

  • The mesh does not have to be planar to create 2D reflection. It does not depend on the UV map, so it can be any arbitrary shape.
  • It does not depend on the number of reflected objects (while a fair reflection does).

I'm sorry if a picture in the docs is a bit confusing, but post_filter_reflection is designed to work together with normal mapping! (Take a look at the ceiling). A normal map will mask this graded look.

 

If you want to use this material on mirror-like surfaces, you'll have to tweak Fresnel parameters so that reflection is not seen from above. Here's an example of that in attachment.

post-13-0-26055500-1329061459_thumb.jpg

post-13-0-62342300-1329061470_thumb.jpg

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Thanks for clearing that up. I will have to stick with using toggleable dynamic reflections in scene as there are too many scenarios where this post process will not suffice.

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