Forum: Poser - OFFICIAL


Subject: Simple (or not so simple) reflective floor

Gator762 opened this issue on Apr 08, 2013 · 14 posts


nomuse posted Thu, 11 April 2013 at 7:25 PM

If you are just talking making a render, consider rendering the reflection in a separate pass and comping that with the main render in a paint program.  That gives you flexibility in how much reflection, the color cast, and even allows you blurry reflections without tying up a whole bunch of render time in experiments.

If on the other hand you want to do it all "in camera," a couple things to keep in mind.

 

First, that bit about the fresnel shader is right on.  Bagginsbill would (and has!) explained in a lot more detail and a lot more accurately but basically most reflective surfaces aren't the same reflection at all angles.  Take a window pane.  Looking at it dead on, you usually can look through it.  Look at a sharp angle, and usually all you see is reflection.

Cheap way to do this is by plugging an Edge Blend node into reflection value.

Next, reflection is, well, light.  If it is reflecting more, then it should diffuse less.  If you leave the diffuse value up and turn up the reflection, you make a surface that is too bright.

Third is blurry reflections.  Most surfaces are not optical-grade mirrors.  The trouble with the Blurry Reflection setting in Poser is it gets really spotty if you don't use a high reflection quality.  Which, incidentally -- a quality of .2 is perfectly acceptable for a non-blurry reflection.  You only need to get up to .6 and above if you are using a lot of blur.  And this slide more than any other single slider impacts your render time!

Okay, fourth is background.  Reflective surfaces reflect what is around them.  If you have a floor and a prop, then most of the look of the floor will be the background color of the scene.  Which can be really boring (and not look realistic).  Often you get a more interesting -- though not always realistic -- result by plugging an image into that background color slot in the reflection node.

That image will be applied to the UV coordinates of the reflective object, however, unless you add one more node.  Plug a "lighting-environment-spherical" into the background slot of the reflection node, and plug your image into that.  That will apply it to an imaginary sphere surrounding the scene.