Forum: Poser - OFFICIAL


Subject: Reflections Question!

meltz opened this issue on Oct 22, 2012 · 7 posts


meltz posted Mon, 22 October 2012 at 4:24 PM

What im aiming for is a more clear relection. Almost like a mirror. I do like what i have acheaved here already but just wanted to know what i should do to get a more clear mirror reflection.

 

I will post the settings to the floor and walls next.


meltz posted Mon, 22 October 2012 at 4:25 PM

settings to the floor and wall

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.

Génération mobiles Le Forum / Le Site

 


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.