Questions tagged [reflection-rendering]
Reflection rendering refers to techniques used to visually represent surface reflections of scene objects and their environments, whether crisp and mirror-like or distorted & blurred. Questions about reflecting vectors or collision bounces should use the Geometry or Physics tags instead.
57 questions
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Can we use geometry shader to allow or not the drawing based on a stencil value?
I have a forward reflexion protocol producing a reflexion map used for final scene rendering. I can have several heights of ground we can defined as "mirrors". In order to have only one map ...
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How to calculate elongated reflection along the perpendicalar axis of a plane
I'm adding a rain effect in my pipeline in forward mode. I'm rendering a reflection map used to mirror the scene on a "wet" ground.
I have raindrops rendered as circles with an animated ...
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Problem when changing matrix view in screen space reflexion
I’m using (DX11) LookAtLH or LookTo functions to get my view matrix. When setting Camera Direction so that the y component is zero I have the correct reflexion (picture left). When changing the Dir.y ...
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Problems with normal recovery from storage as two floats and normal from depth buffer
In my app I’m producing for my deferred shading 4 layers of data to show up occluded parts of the scene during screen space reflection (SSR) pass. I need normal maps with bumpiness of these layers for ...
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How to have point of view independent Screen Space Reflection deepness
With regular raymarching algorithm we can fade the reflected pixel based on the number of iterations used when looping.
I can’t use an iteration number when doing both hierarchical z (HiZ) and ...
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Last hole artifact in screen space refection with Hierarchical Z
After lot of efforts I have an almost nice shader doing SSR with HiZ. The shader is provided below. Some parameters are tunable and you can speed up things but the difficulty in my scene (picture) are ...
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Is diffuse reflection definition failed when we see both reflection(diffuse,specular) is happening on one single object?
Let us consider the situation where only we moved the camera.
The object and the light source remain in the same place. Thus the angle of the incident light is the same for every point.I have captured ...
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Why specular reflection portion changes when we move in different direction?
We know that in Specular reflection rays reflected off surface at inverse angle;so camera position matters;creates bright highlights.
I have taken one image where specular reflection is seen(Here ...
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How do I calculate a matrix to render a mirror about a plane using GLM?
I've been trying to work out how to render a mirror for a while now, but a lot of resources I find either use very outdated tools I'm not familiar with, appear to be college slides referencing other ...
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How to produce interreflections in Unity3d?
Notice how the "door" shown below appears multiple times in the reflections, both vertically and horizontally. These "extra" reflections are called interreflections. I am trying to ...
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Stretching a tetragonal shape in a texture to a square object
I'd like to write a fragment shader that stretches a tetragonal shape in a texture to a square shaped game object of mine. My problem is best described with a picture, seen below. The shader receives ...
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How to duplicate Blender glow and reflection effects in Unity?
I am trying to make my game more interesting by making a background with this NEON tunnel made of glowing lines.
Since I am not a good 3D artist, I choose to hire some freelancers, and they made a ...
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How does real-time raytracing draw reflections of off-screen geometry?
I know what raytracing is, but I'm a bit curious how games are able to reflect off-screen geometry using raytracing in real-time.
I tried looking up the technical details but most of the articles are ...
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Reflection shader (orginated from XNA 10 years ago) doesn't work - Model is just black?
can anyone help me with this one.
I'm creating a 3D game. For my game, i have created a lot of 3D objects. Im everything works as intended so far, but I'm trying to implement a "Chrome Reflection" ...
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Difference between reflection mapping and raytracing
Both methods involve casting a ray unto the reflecting object. It will be reflected. In reflection mapping - the intersection of this reflected ray with the environment map (texture) will yield the ...
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Projective texturing in DirectX11
I'm trying to implement reflections on flat surfaces and render a simple scene with a reflection. So I'm rendering the scene from the point of view of a camera symmetrical to the reflection plane and ...
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How do I calculate where which pixel it's reflecting based on a height map?
I saw this How can I Compute steepness for heightmap while looking for a way to reflect pixels.
But now that I have the steepness/slope I don't know how to calculate which angle it's pointing at.
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Getting the unity pro Water shader to reflect light sources such as spotlights
I'm trying to get the standart unity water shader to reflect light sources. For reference here is the shader code and the c# script that controlls it.
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Screen Space reflections not tracing correctly - GLSL
I've been trying to implement screen space reflections for the past couple of days, however it's been difficult finding specific implementation instructions or guides.
Most of the hits on the subject ...
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OpenGL Water reflection seems to follow camera yaw and pitch
I'm attempting to add reflective water to my procedural terrain. I've got it to a point which seems like it's reflecting however when I move the camera left/right/up/down the reflections move with it.
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Unity reflections going white with camera movement
Please refer to this video to understand the issue I am facing.
With camera movement, there is a strong white reflection that appears over the complete model. What settings do I need to change to fix ...
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Mirror reflection in Unity 5 without using reflection probes, but can't scale to mirror object's ratio
i'm using this cs code on the mirror:
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Unity Mirror can't reflect another mirror across from it
I created a mirror in Unity using the FX/MirrorReflection and the script that comes with it.
http://wiki.unity3d.com/index.php/MirrorReflection4
One mirror at a time works perfectly fine, but as soon ...
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725
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Matte reflection effect in Unity?
I'm trying to achieve that kind of scene but in real time using Unity.
It's basically composed of some primitives, a skybox, and a plane. I'm intrigued on how to do this effect in particular:
The ...
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Environment mapping without cubemap (need coordinates projection)
I'm working on a project with C++ and glsl (4.1).
I have implemented a mirror object which is a plane at height 0 that works as follow:
I render the scene with a MVP computed such that the camera ...
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In Unity shaders, how is IN.worldRefl calculated?
I want to know how the world reflection vector in shaders is calculated so that I can manipulate it, but there is no documentation on what it does or how Unity calculates it. How is the reflection ...
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456
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Reflection areas on texture
I have a wheel model. It's use Reflected Diffuse shader and only one texture and only one material. So it should seen like that, right?
But it's seen like that:
I'm really curious about that. What is ...
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Unity: Build looks different then gameview: runtime reflection probes not working correctly
Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
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How to render water reflections on multiple heights
I'm making a voxel game on OpenGL, and are trying to find a way to render semi-realistic water (At least partially good looking, it doesn't need to be strictly scientific accurate).
All sources ...
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Efficiency - Cubemap or Raytraced reflection?
I'm an amateur in 3D game development. The thing I want to know is shading related.
For reflection purpose, which will be the efficient way? Either "Realtime render to Cubemap" or "Ray trace based" ...
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Unity 5 light reflection on the water surface
How to adjust reflection in Unity 5 to show up it on the water surface. So I have few light elements in the scene. So I want my water pro to reflect this lights.
As example you can see red and yellow ...
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Ray tracing - glossy reflection
Here I am again with my ray tracer for ipad. Now I'm trying to add glossy reflection to an object. How do i implement it?
I read some documentation online like these:
http://www.cs.cmu.edu/afs/cs/...
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How can I enable flat surface reflections in UE4 on mobile?
Could someone please tell me how do I enable reflections on flat surfaces on a mobile in UE4? I have a simple room with one directional light. I need reflections on the tables and ground planes. I ...
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Integrating specular, diffuse reflection and refraction
I am implementing an MLT bidirectional path tracer. I have a problem integrating diffuse, specular reflection and refraction.
1) The first problem is diffuse and specular reflection. Diffuse ...
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Reflection/environment mapping
I'm implementing reflection/environment mapping using a cubemap. I have it working for the most part but when I move my camera around, I see the same area reflected on the object. I am calculating the ...
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How can I create 2D, sprite-based reflections in HTML5 Canvas?
I'm trying to create simple reflections in a 2D, sprite-based game using HTML5. I'm looking to recreate an effect like the one you'd often see in GBA games, such as Pokemon Emerald and Mother 3:
These ...
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How to implement this kind of ripples with a GLSL fragment shader?
So I have already implemented the reflection part:
...
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How to calculate reflection vector from point sprite sphere?
So far I achieved building a cube map following this tutorial. Then I drew three points using glDrawArrays(GL_POINTS,0,3) and calculate the normals based on a sphere.
To compute the incoming light ...
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How do reflections work for large flat surfaces?
I understand how reflections work for objects. A cubemap would be rendered around a certain point in 3D space, usually at the center of the object that the reflection is to be applied to, and that is ...
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217
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Realtime local reflections of particle system
I'm finding my way around CryEngine 3 (through Steam) and want to create a simple effect where a fire on shore is reflected in a body of water.
For testing purposes, I've made the water dead calm...
(...
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4k
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Reflection and shadows in OpenGL
I'd like to implement shadows and reflective surfaces in my OpenGL app.
I already have ideas which I will provide below. But I would like to ask someone more experienced than me before I put too much ...
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Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget
My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0.
To sample the cubemap I compute the 3d reflection vector in a classic ...
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673
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Correcting Lighting in Stencil Reflections
I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work.
I've been following this tutorial which describes using ...
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222
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How To Set Constants Using ID3DShaderReflection
I got to the point where I am tired of hardcoding shaders and decided that it was now time to look into using ID3D11ShaderReflection to get data from the shader and set my shader's constant buffer ...
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How can I implement real-time mutual object reflection?
So, given a scene like this (cubemap skybox with "real" spheres)
Everything looks great, except for the fact that the spheres don't reflect each other.
What's a good way to go about this? The first ...
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What is the most efficient way to blur in a shader?
I'm currently working on screen space reflections. I have perfectly reflective mirror-like surfaces working, and I now need to use a blur to make the reflection on surfaces with a low specular gloss ...
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Accounting for waves when doing planar reflections
I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending ...
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Microfacet model - BRDF obtain extreme values at grazing angles
I've been trying to replicate the result of this paper (linked directly to PDF paper, but you don't need to read it to give an answer) and encountered a problem with the BRDF according to the ...
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3D Reflection - Drawing Upside Down
After reading up on rendering reflections, it seems that the way to do it is the render the scene from underneath the plane of reflection, and then use projective texturing to map the reflected ...
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454
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Rendering metallic look
I would really like to get the same metallic reflection look as in CSR Racing for my game in the simplest way possible. It doesn't have to be top-notch, but right now my rendering looks horrible and ...