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Reflectionplane in combination with Light Path Camera Ray world shader

Home Forums Graphics / Blender Reflectionplane in combination with Light Path Camera Ray world shader

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  • #74535
    huib
    Customer

    Hello!
    In Blender I’ve created a world shader using the Light Path node splitting the visible part of the camera vs the reflective/lighting part of the shader as is shown in the Verge3d manual.
    World Shader

    This seems to work fine until I use it in combination with the ReflectionPlane when weird things start to happen. It looks like the ” is Camera rays” are visible in the ReflectionPlane.
    verge3d screenshot

    Is this a known limitation or am I maybe missing something :D ?

    • This topic was modified 6 months, 1 week ago by huib.
    #74537

    Can you share the example file?

    Co-founder and lead graphics specialist at Soft8Soft.

    #74558
    huib
    Customer

    Can you share the example file?

    Sure thing, I changed the colors in the worldshader to make it more visible, attached the file below (made in Blender 4.0)

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    #74563
    kdv
    Participant

    So, where did you find an issue? The reflection plane is reflecting your visible backgroud map B (and all visible objects) while A is used as an environment map for the image-based lighting (IBL). Everything is acoording to the nodes logic. The reflection plane reflects what you see on the screen, so-called screen-space reflections.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #74567

    Yes, this is proper behaviour, you just need to add on environment something that would reflect and increase size of the reflection plate so it cover all your water mesh.

    Co-founder and lead graphics specialist at Soft8Soft.

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