Manual/Raytraced Reflections
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Raytraced Mirror Reflections
Mode: All Modes
Panel: Shading/Material Context → Mirror Transp
Hotkey: F5
Description
Raytracing can be used to make a material reflect its surroundings, like a mirror. The principle of raytraced reflections is very simple: a ray is fired from the camera and travels through the scene until it encounters an object. If the first object hit by the ray is not reflective, then the ray takes the color of the object. If the object is reflective, then the ray bounces from its current location and travels up to another object, and so on, until a non-reflective object is finally met and gives the whole chain of rays its color.
Eventually, the first reflective object inherits the colors of its environment, proportionally to its RayMir value. Obviously, if there are only reflective objects in the scene, then the render could last forever. This is why a mechanism for limiting the travel of a single ray has been set through the Depth value: this parameter sets the maximum number of bounces allowed for a single ray.
Note:
You need to enable raytracing in your scene settings if you want to use raytraced reflections. This is done in the Scene/Render context → Render Panel. Raytracing is enabled by default in Blender 2.37 and higher. |
Options
- Ray Mirror
- Enables and disables raytraced reflections
- RayMir
- Sets the amount of reflectiveness of the object. Use a value of 1.00 if you need a perfect mirror, or set RayMir to 0.00 if you don't want any reflection.
- Depth
- Sets the maximum number of bounces for a single ray to be reflected. The default Depth of 2 is typically a good value. If your scene contains many reflective objects and/or if the camera zooms in on such a reflective object, you will need to increase this value if you want to see surrounding reflections in the reflection of the reflected object (!). In this case, a Depth of 4 or 5 is typically a good value.
- Fresnel
- Sets the power of the Fresnel effect. The Fresnel effect controls how reflective the Material is, depending on the angle between the surface normal and the viewing direction. Typically, the larger the angle, the more reflective a Material becomes (this generally occurs on the outline of the object).
- Fac
- A controlling 'factor' to adjust how the blending (between reflective and non-reflective areas) happens.
Colored reflections
By default, an almost perfectly reflective Material like Chrome, or a Mirror object, will reflect the exact colors of its surrounding. But some other equally reflective Materials tint the reflections with their own color. This is the case for well polished copper and gold, for example. In order to replicate this within Blender, you have to set the Mirror Color accordingly.
Examples
Fresnel
Let's undertake a small experiment in order to understand what Fresnel is really about. After a rainy day, go out and stand over a puddle of water. You can see the ground through the puddle. If you kneel just in front of the puddle, your face close to the ground, and look again at a distant point on the puddle of water, the liquid surface part which is closer to you lets you see the ground, but if you move your gaze towards the other end of the puddle, then the ground is gradually masked until all you see is the reflection of the sky. This is the Fresnel effect: having a surface sharing reflective and non-reflective properties according to the viewing angle and the surface normal.
In Demonstration of Fresnel effect with values equal to (from top to bottom) 0.0, 2.5 and 5.0, this behavior is demonstrated for a perfectly reflective Material (RayMir 1.0).
Fresnel 0.0 stands for a perfect mirror Material, while Fresnel
5.0 could stand for a glossy Material (varnished wood, for example?).
It's barely noticeable but in the lower picture, the Material is
perfectly reflective.
Hints
In order to get a physically accurate Fresnel effect with the current algorithm, you have to set Fresnel to 5.0 and Fac to 1.25. Nevertheless, you can play with these values for the sake of artistic freedom, if you feel the need to.
Environment Maps (EnvMaps) can also be used to simulate reflective materials. Environment maps are more complicated to set up, have many limitations and are much less accurate, particularly on non-planar surfaces. However, Environment maps can be a lot faster to render and support extra features like filtering the reflection map to fake blurred reflections.
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