carl.sutton Posted February 2, 2012 Share Posted February 2, 2012 Hello, I'm having some problems with post_filter_reflection material; What it should look like (from the docs) https://developer.unigine.com/en/docs/1.0/content/materials/postprocess/post_filter_reflection/reflection_sm.jpg What I have... 0_o Any clues as to where I may be going wrong with this? Link to comment
manguste Posted February 12, 2012 Share Posted February 12, 2012 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. Link to comment
carl.sutton Posted February 13, 2012 Author Share Posted February 13, 2012 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. Link to comment
Recommended Posts