meltz opened this issue on Oct 22, 2012 · 7 posts
meltz posted Mon, 22 October 2012 at 4:24 PM
I will post the settings to the floor and walls next.
meltz posted Mon, 22 October 2012 at 4:25 PM
wimvdb posted Mon, 22 October 2012 at 4:31 PM
Decrease the diffuse color (make it darker)
meltz posted Mon, 22 October 2012 at 4:36 PM
so if i were to make it black it would be more of a mirror?
wimvdb posted Mon, 22 October 2012 at 4:43 PM
It really depends what you want.
For the floor or wall with no transparent surface, it would be a mirror
For glass you want to add a fresnel_blend node. With this one you can vary the reflection depending on the angle.
There are a couple of other variations. If you use fresnel instead of transparency you would a glass effect. But be sure that your diffise color does not drown your reflection. Ideally reflection value + diffuse value should not exceed 1.0
Bagginsbill has some nice simple glass shaders - search for him and glass as keyword
But maybe you don't want realism at all, you just want to have the effect. In that case play with the specular node and transparrency falloff.
In other words, experiment and see what effect you want
Anthanasius posted Mon, 22 October 2012 at 6:41 PM
mirror ?
all values to 0
reflect node connected to alt_diffuse
Remember :
You need something to reflect, if you dont have environment your mirror reflect black.
Dont forget to increase the raytrace bounces min=2, max=it depend of your scene.
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millighost posted Mon, 22 October 2012 at 7:10 PM
Quote - settings to the floor and wall
You should disable the reflection_lite_mult (makes the reflection darker). For very shiny mirror, the diffuse 0.200 is still a bit much. Unless you have some light sources visible in the mirror you probably do not need any specular node in the shader at all, so you might want to leave out the glossy node.